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EmbersArc

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Posts posted by EmbersArc

  1. Mod update and new maintainer

    Hi everyone.

    It's been almost exactly two years since the last update to KRE. Much has happened since and I've always thought that at one point I'd get back into KSP modding. But I recently had to recognize that this most likely won't happen. Luckily, our good friend @damonvv has come forward with the offer to continue development on KRE. I'm confident that the mod will be in good hands. An update that fixes the leg suspension has already been uploaded.

    Collectively, KRE has been downloaded over 400'000 times, which blows my mind. Thanks to everybody for the good times and the support.

    Here's the new forum post:

    Kerbal Reusablity Expansion 1.10

    If you want to see what nonsense I'm up to now, feel free to follow me on Twitter @EmbersArc

  2. On 1/2/2020 at 6:12 PM, Geonovast said:

    @EmbersArc

    We're sorry, but we've had to remove the download links from your post due to no license mentioned in the OP or present in the download file.   There also needs to be a link to the dll's source which explicitly states as such.

    Please feel free to restore your links after the above issues have been taken care of.

    Thank you for your understanding.

    Yep that's on me everyone. @Geonovast sent me a DM some time ago but I must have missed it. I've just updated the files on both SpaceDock and Curse and edited OP. Let me know if that's alright and if I can add the download links again. 

  3. Hi everyone, I'm sorry about the lack of being alive for the last couple of months. Life has been kind of busy so I had to put KRE on hold. BUT I now have some spare time again that I want to use to at least fix the leg suspension again. I'll start testing them myself but probably won't be able to check every configuration, so please let me know what legs don't work for you and in which situation. Bonus points if you have already found config parameters that work, I'll be happy to implement them.
    Glad to be back! #fixKRE

  4. On 6/9/2018 at 8:03 PM, RoboRay said:

    Usually, yes.  :) 

    Gemini MOL was an exception, though that was an off-center hatch that would be closed for reentry.

    Oh I didn't think of one that could be closed. :rolleyes: Nice idea indeed. Will keep that in mind for when I update the heatshield.

     

    21 hours ago, RealKerbal3x said:

    Any plans to update your Dragon-style parts around the new Mk1-3 command pod?? Or do they integrate well already?

    They should integrate fine as they got updated recently. Attach the Dracos on top of the pod's RCS thrusters and disable them as described by @Sufficient Anonymity. You can still use the RCS variant of the Dracos so you won't lose any functionality.

  5. On 6/8/2018 at 12:26 AM, Barzon Kerman said:

    Will you revamp the Cold gas thrusters?

    Are they still that ugly? ;.; Let's remember that they used to look worse:

    9g11qL9.png

    But probably yes. Don't know when the remaining parts will get an update though.

     

    16 hours ago, mimblgrimpf said:

    Hi there!

    First of all this mod is fantastic. It's on my essentials list now.

    It seems that the deployable wings aren't working. They would not connect to the wing base, neither to anything else like the Radial Attachment Point. I made a gif:

    https://gfycat.com/TepidAccurateAmericanshorthair

    I've tried KSP 1.4.2 with mod version 2.6.2 as well as 1.4.3 with mod version 2.8.3

    I don't know if it could be a mod conflict, I'm running dozens of others.

    Any ideas? Thanks!

    Glad you like it! They work just fine. It's somewhat counterintuitive but they attach in the deployed position.

     

    5 hours ago, RoboRay said:

    I've been finding the hole in the center of the Dragon fuel tank really useful for tucking an LV-909 engine into on kicker stages...

     Have you considered including a variant of the Dragon heat shield with a matching hole in the center?  It could be really useful for some lander designs.

    That's a creative application!  But unfortunately I have no plans to make one with a hole in it. The whole point of having a heat shield is that there isn't a hole in it right? ;)

  6. 15 hours ago, dlrk said:

    Does the most recent version work with 1.3.1?

    It uses some modules that weren't present in 1.3.1. But you can always try ;)

    12 hours ago, EstebanLB said:

    Question, why does the grid fins have such a low heat tolerance?

    What @Starwaster said. If you need grid fins with high heat tolerance use the titanium grid fins. I lowered the heat tolerance of the aluminium grid fins a lot when I added those.

  7. 18 hours ago, Syst3m said:

    I read through this whole thread and I don't see anyone else commenting on the issue I have:  I'm not able to assign the vanes to an action group.  Did I miss something where this is not possible?  (Apologies if this is the case.)

     

    Edit:  I mean, I can assign them, but no matter which option I pick, extend, retract, etc, they do nothing.  I have to toggle them manually.

    Welcome to the forum! "Toggle Fins" is the one to deploy/retract the fins. That works for me in 1.4.3. This action gets automatically assigned to the "Brakes" action group anyway, so you don't have to set that up yourself.

     

                                                    

     

    Small texture update for the soon-to-be old Falcon landing legs.

    3OkaKNq.png

    I probably won't be able to resist making the new ones as well:

    aEuuGFi.jpg

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