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EmbersArc

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Everything posted by EmbersArc

  1. Still no way to upload 1.4.3 versions yet huh? ...Falcon landing legs will come next.
  2. 1.4.3 seems to have fixed the issues. It all works very smoothly now. One more thing that I discovered is that it's completely fine to have a wheel collider that is pointing inwards at an angle of about 25° like this: That both makes physical sense for this setup and really highlights its suspension mechanism. But most importantly it provides a stabilizing torque that makes for a great landing experience. GIF link if it doesn't show: https://gfycat.com/DelectableLateBeetle The fact that SpaceDock and Curse still don't support 1.4.3 version updates is delaying the update. In the meantime I've been working on some New New Shepard legs. Nothing too exciting so far.
  3. Completely missed those, thanks for the hint! I probably won't make those though. Looks like it's just a piston that extends out. Those would not increase the area you're standing on and therefore not add any stability. Landing is hard enough already . Good news though, I'll update the New Shepard legs next and will try to make them more stable.
  4. Dude. Just tried it in 1.3.1 and it works flawlessly. No weird oscillation nor a free launch to space. https://bugs.kerbalspaceprogram.com/issues/18289?next_issue_id=18288&prev_issue_id=18290 Weird mix of relief/anger/insanity. Please excuse me while I'm going to cry now.
  5. Quick update. Total mess over here. I seem to have forgotten how the whole landing gear system works. Or it changed somehow. The new leg's setup is virtually the same as that of the old one but somehow behaves differently. Each time I load the craft it launches itself up in the air for no reason. Or it slowly starts an oscillation and destroys itself. I'm growing tired of the landing gear system's quirks and riddles. For now I'm experimenting with KSPWheel but still the same issues so far. The other landing legs seem to have developed some issues as well right? Randomly destroying the launchpad or moving when they shouldn't. Anyway I've changed the version on SpaceDock to 1.4.2 without adding the new legs. I'll have to do something else for now before going completely crazy. In the meantime you can let me know which part you want me to rework next.
  6. Updated the picture with another one. The orange in that one is stock as well.
  7. Okay I went back and pretty much started over with the texture. Yeah I know. Revamped the revamp. I want to find a consistent art style here to apply to the other parts in the future. But the good news is that I think I've found it. Here is a comparison with the old part and some color variants: @Bottle Rocketeer 500 Is the second one somewhat close to what you were imagining? I personally like the last one. Might make that the default.
  8. Last WIP picture of the new legs. What color variants do you want to see besides white/orange and white/black? When I release the next version. So that means soonTM.
  9. @marcushouse You will need the latest version of KRE. It may work with 1.2.2 but I can't say for sure. If it doesn't then you can just take the grid fins from the latest version and make your own Frankenstein version of KRE. I can also recommend the latest version because of the revamped F9 legs. You might have to take those from version 2.6.0 or so because the 2.6.2 ones use some features from KSP 1.4. which might not work.
  10. @marcushouse They should be there in the latest update, no additional configs required. Can you check the log for an error related to the titanium fins? What KSP version are you using?
  11. Taking a different approach to texturing. More hand made, more colors, more wear and tear. If I understand correctly the new system allows for easy switching of color variants and I want to make use of that. Notice me @CobaltWolf
  12. You mean those? I'm not sure SpaceX even know what those legs are going to look like. The ones in the render just look like placeholders to me. That's Blue Origin, Jeff Who's company.
  13. Well here's the pull request: https://github.com/VenVen/Stock-Revamp/pull/130 Waiting for @Ven to merge it.
  14. Well thanks a lot for the kind words It's also great to know that the mod will have a future after I one day decide to stop working on it @damonvv. But don't you dare remove the BO parts . But for now let's keep this party going: Setting up all those constraints was quite messy but it mostly works now. Still far from done but making good progress.
  15. No, only meme-based content from now on. Including: 420 Command Pot THICC Solid Fuel Booster Herbodyne HR-2L+ "Thomas" Dank Engine etc. (please contribute your ideas)
  16. Announcement On another note. It is with great sadness that I have decided to step away from Kerbal Reusability Expansion and any future updates for Kerbal Reusability Expansion. Life is unfortunately a constant roller coaster for me and I have little time to play KSP let alone keep a mod updated. I will continue to provide support here on this thread for any issues that people may encounter with the mod until a new author can take over. I'm sure everyone here knows this already but the KSP community is seriously one of the greatest and most supportive modding communities out there and the experience I have had here has never ceased to amaze me. I thank you all for the love and support you have shown Kerbal Reusability Expansion and I will be sure that whoever takes over the mod after myself will show it the same love that I have shown it after all these years. I won't completely step away from Kerbal Reusability Expansion and you'll continue to find me roaming around here but, I will no longer be apart of creating Kerbal Reusability Expansion. Thank you all again so much, it has been an absolute pleasure. Keep building and flying the craziest rockets that you possibly can, and in the words of one of the greats, Fly Safe. Building reusable rockets is fun for a while, but not forever. I've recently been feeling an urge to combine my passions for memes and KSP modding to create the dankest mod in KSP history. Introducing Mememod! Here's a sneak peek at what is coming: Stay tuned!
  17. Had to make some changes again so that the deploy mechanism makes sense:
  18. Redoing the ITS landing legs, here's an early WIP: I want it to have more distinct features. It bothers me how bland the current one looks. Working on the deploy mechanism next, then adding some more details.
  19. 1.4.2 seems to have fixed the drag bug! Grid fins should again work as intended.
  20. The problem with the wheels was that the suspension pivot and steering pivot coordinate systems weren't aligned. I've fixed it (hopefully for good) and created a pull request.
  21. About the reduced drag: I'm pretty sure the reduced drag of the grid fins is a KSP bug. The update seems to have broken drag cubes which are used by the fins to control their drag. I've reported the bug, hoping it gets fixed soon.
  22. Update 2.6.2 Fixed RCS effects Adjusted Dragon tank and heatshield to fit new crew pod The drastically reduced drag of grid fins is a KSP bug. The update seems to have broken drag cubes which are used by the fins to control their drag. I've reported the bug, hoping it gets fixed soon. Fixed in 1.4.2
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