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Posts posted by EmbersArc
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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
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On 1/2/2020 at 6:12 PM, Geonovast said:
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.
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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 -
12 hours ago, RealKerbal3x said:
@EmbersArc was it bad having to wrestle with the wheel system again?
Was positively surprised that it only took a couple of minutes of tweaking values in the config file. The reason it took a bit longer was that I had to wait for SpaceDock to accept versions for 1.4.4.
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Update 2.8.4
- Fix Falcon leg suspension for 1.4.4
Leg me know if any other legs show weird oscillations.
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Everyone look! From the 1.4.4 changelog:
+++ Improvements * Improve wheel suspension micro-oscillation and sliding.
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20 hours ago, Kerbas_ad_astra said:
Yes, I confirm that issue. @EmbersArc, could you take a look at this? The TR-2L wheels are also affected, but the S2 and XL3 are not.
That was a collider issue. Here's the fix: https://www.dropbox.com/sh/qlo4rxgrxigrilv/AAB0H6CEqVjgaaVL6-iYfrJma?dl=0
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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. 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.
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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:
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?
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4 minutes ago, JRR said:
Well, im using 1.4.1, and the download version from that DropBox link, is there another download link?
The fix was merged with https://github.com/VenVen/Stock-Revamp. So you can download it from there and it should work.
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9 minutes ago, JRR said:
The wheels act strange, when launching a craft they flip 90' degrees in rotation
Still? Pretty sure I fixed this issue when it came up in 1.4. Is it back?
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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.
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8 hours ago, MxCarter said:
How do i get the Black variant of the legs because it dosen't seem to work with firespitter nor do i know to work it with firespitter
Firespitter support has been removed since this feature is stock in KSP 1.4. Only versions of KRE before 2.6.1 have Firespitter support.
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Update 2.8.3
- Adjusted new Falcon legs to match old ones in size and attachment behavior
- Improved deployment sound
- Added black variant for cold gas thrusters (@damonvv !!)
- Increased impact tolerance of Falcon legs in attempt to keep them from exploding
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8 minutes ago, Nathanson said:
Why did you remove option to scale New Glenn Leg Mount? My 5-meter rockets are broken now. New Glenn is 7 meters in diameter in reality, not 3.7 m.
You're right, that was not on purpose. I even forgot to include the old model. Fix coming soon.
@Nathanson Updated. Let me know if it works as expected.
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Update 2.8
- Improved New Glenn and Falcon landing legs
- Various texture improvements
The old models are still there but hidden. They will be removed in some future version.
Pretty happy with the new New Glenn legs, they are much more stable than the old ones due to better wheel collider orientation.
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4 minutes ago, infinite_monkey said:
Hmmm, the new LT (BFR) langing legs don't attach on the surface, but somewhere underneath it...
Thing is that they are made for the 2.5m and 3.75m fuel tanks. You might have to make small adjustments but they should fit pretty well.
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1 hour ago, Lwf said:
Does the aerodynamic docking port only work with the docking port jr?
It should not work with the Jr.. Only with the standard Clamp-O-Tron Docking Port and those that are compatible with that one.
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1 hour ago, infinite_monkey said:
Has anyone tried the booster wings yet? I would love to see a video of them in action
There's a GIF link hidden in OP: http://i.imgur.com/1kEozYY.gifv
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18 hours ago, woeller said:
I really like the new stuff, but how about some really new stuff? Something like the Energia landing legs? Ok it's old stuff but I would love to land @Beale's Energia Booster.
Looks like Beale already has plans for that:
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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.
I probably won't be able to resist making the new ones as well:
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Update 2.7
- Revamped New Shepard and ITS Concept landing gear
The old models are still available in the editor in the advanced mode.
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3 hours ago, user8248932 said:
I can't see that version listed, but decided to quickly shoot Curseforge an e-mail. I wish I could try out those new legs!
Edit: Okay, wow, @EmbersArc they immediately added it on CurseForge. They're quick.
Haha nice, thanks! So I'll include the new New Shepard legs in this update as well. Will finish and upload that tomorrow.
[1.12.x] KRE - Kerbal Reusability Expansion
in KSP1 Mod Releases
Posted
Thanks @damonvv for keeping KRE alive and thanks everyone for their support over the years. It's not easy to say goodbye, but it's good to see that KRE is in good hands. Looking forward to many great additions and improvements!