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EmbersArc

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Everything posted by EmbersArc

  1. For those who haven't seen it: @linuxgurugamer has taken it upon himself to revive Flight Manager for Reusable Stages. This is a mod that lets you jump back in time to separated stages and land them. Basically what is needed for KRE to make sense. The CKAN version of KRE now recommends FMRS by default. If you haven't, go download it and check it out:
  2. So when the grid fin (for example) is fully extended the control surface animation kicks in. That means it will immediately jump to the point in the animation where it would be according to the pitch/yaw/roll input. It would be nice if it could gradually increase the range over 2 seconds or so to have a better transition.
  3. Yes I was, but I've been using @DerpyFirework's plugin for a bit longer and it works great. Small nitpick: When the control surface is activated they quickly jump to the current angle. But that's something that both plugins seem to do (just looking at the code, correct me if I'm wrong).
  4. Yes that's the correct way. Way to often I see people just attaching them like they are initially in the editor. Example (in the comments). Can't change it unfortunately because that's how control surfaces work.
  5. Not a bad idea but there are no plans for that. Seeing how often the grid fins are attached the wrong way I imagine it would just be much worse with fins that don't have a clear direction. Cool idea. It wouldn't be quite the same as the deployable wings however. This would be harder to split into two parts which is necessary to provide roll control. Yes. If it doesn't, tell me Okay thanks, will change that. Didn't know about those! But yes, with the power of the DeployableAeroSurfaces plugin the control surface only works when the wing is deployed.
  6. The grid fins achieve their drag in a different way than the airbrakes. They use drag cubes that scale up massively when they are deployed. Unfortunately, FAR doesn't care about stock drag cubes and uses its own more realistic model. Meanwhile it leaves the drag for the airbrakes mostly the same. I'd immediately increase the drag for the fins in FAR as well but don't know how. I'll have another look at it when there's an official version for 1.2.
  7. Okay cool, looking forward to it. Just one thing: When you add new rocket parts can you make sure the old ones are up to par design-wise? Most notably:
  8. Hey there, I made some new icons for the mod that have higher resolution and different style. Just going to leave this here, if you want to use it: https://www.dropbox.com/sh/9o2dvpjllz241le/AADIEAZy0QQk6S3CIP2lXyVRa?dl=0
  9. Requests are always welcome However I'm not planning on adding another part that is not directly connected to reusability. The trunk is already a compromise between Crew and Cargo Dragon trunks. Maybe I'll make solar panels eventually because the stock ones are a bit small. Also, I recognize that profile picture. Forgot to mention: The wings start in the deployed position. After placing the mount part you can rotate them with Q and E and place one on each side.
  10. Update 2.4 "It's a plane! It's a rocket! It's both!" Added Deployable Wings: An alternative method to recover stages Made SuperDraco exhaust not look bad Improvements to DeployableAeroSurfaces plugin Adjusted grid fin aero parameters Fixed ITS leg rotation in editor icon Removed stray Trunk Fin mesh from Grid Fins folder Thanks again to @DerpyFirework for helping with configs and setups and for improving his plugin. As always let me know if I broke something. SpaceDock Download
  11. Did some texturing, here's a WIP. Some adjustments are still needed, mostly in the white areas. Let me know if there's something you'd change. Release soon.
  12. I'll have a look at it eventually. Until then you can use RealPlume if you like, it has a config for that.
  13. The model is now mostly finished. Thanks to @DerpyFirework for helping me set up the wings. Did some testing and I'm quite happy with the results so far. Here are some pictures: A boostback burn is required, but you don't need to aim for the space center:
  14. @DerpyFirework did some great work on his plugin that is also used for the grid fins. It now also works for lifting surfaces and is more efficient. This opens some new possibilities. Here's what we're currently working on: It's a deployable control and lifting surface based on the flyable booster concept for the Buran rocket: The challenge right now is to make the elevons on the wings work correctly. We're trying to do it with just one part but so far it looks like that's not possible. The elevons would work for pitch but we can't find a way to make them move independently (for roll control). The obvious solution is to split it up in multiple parts, but we first want to find a simpler solution. Does anyone have an idea how to solve this?
  15. Try without leaving the flight scene. Don't recover anything until the whole mission is done, meaning your stages are landed and your payload is in orbit.
  16. This makes sense. Another possibility is to make a grey one for the non-visible state: Grey: Not visible, available White: Visible Green: Active Red: Not available But that might make it a bit too complicated.
  17. @linuxgurugamer Well that was quick. Will start testing right away. Some new icons: https://www.dropbox.com/sh/m74rszscgr48h5l/AACMd66-dYgl8NWwx-Kw07W3a?dl=0 Made a green and white one for the enabled state:
  18. @linuxgurugamer I could make higher resolution icons if you like, what would be a good resolution?
  19. Just tested it with a modified stock vessel. Gives the same exception.
  20. One log of the Beta version, coming right up: https://www.dropbox.com/sh/m74rszscgr48h5l/AACMd66-dYgl8NWwx-Kw07W3a?dl=0 (Nullref mush have come from alt-f4-ing the game)
  21. Really like the features you added. Tried it with the Beta and got the same problem as last time when switching back to any stage (log still looks the same). Then I wanted to record the log with the Debug-Beta but surprisingly it worked perfectly there. Was able to switch around between stages and map view without any issues.
  22. Tried it without switching. Same problem. I've added the log to the last link.
  23. Just tried the latest release with my version of the Falcon Heavy. Flew the payload to orbit and FMRS correctly listed all three decoupled cores. But upon switching back to any of them, FMRS would disable itself (button turns red and window disappears). Started a new save to make it easier. Log, craft, modlist: https://www.dropbox.com/sh/m74rszscgr48h5l/AACMd66-dYgl8NWwx-Kw07W3a?dl=0
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