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whale_2

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Everything posted by whale_2

  1. It could happen if the part just in front of the Raptors has incorrect drag cubes. I have few space planes with Raptors that could re-enter without any serious problem and once I had that engine overheat issue, but the reason was as I said before - incorrectly set part drag cubes.
  2. Not impossible to make, but still want to see your log file - maybe I can fix what's going on wrong with your long ship.
  3. In fact I experimented a bit with paragliding - first thing - it seems that kerbals are more resistant to high speed "paralandings" in 1.8 and second - I managed to find an easy way to limit horizontal speed for them. Just need to polish out contract stuff.
  4. Most likely yes - AFAIK, changes between 1.6 and 1.7 were minor.
  5. @gilflo Indeed, as @kcs123 said - it's unlikely that bounce is related to WS. WS completely stops messing with the craft few seconds after the scene is loaded. I suggest trying to adjust spring/damper values or try adding KSPWheel mod - it changes wheel behaviour so can have some positive effect on this.
  6. 1.8 was mod-breaking release mostly because of the new Unity version. 1.9 is not anticipated to have such big differences.
  7. I though about dynamically adding a PartModule to parachuting kerbals that will "autopilot" them - basically just pitch up if they're going too fast. (They still can smash into some mountain, though, but this even adds a challenge )
  8. TBH, I didn't update this mod as apparently not a lot of people are interested in it. I tried to make paragliding contracts when 1.4 came out with EVA parachutes, it didn't work (kerbals just smashed into the ground, I later guessed due to excess horizontal speed) and I started doing something else. Sure, KerbalFSM could have changed in later versions, I will look into it, thanks for the PR. And maybe finally fix paragliding.
  9. That's what I normally did in older KSP (and in older Ubuntu) versions. For some reason, on my laptop Unity does not send Alt modifier if only Alt key is pressed - I put some debug logging into the code to find it out. Also, that's how I discovered, that Alt+Ctrl works.
  10. To anyone struggling with bringing up options window under linux and 1.7.x - correct way of action now is 'Alt+Ctrl + Click on the icon'. For some reason, I have to press Alt before Ctrl for this combo to work.
  11. Good to now, I'll review the exclusion logic for kerbals. Thanks
  12. Kerbals normally are not "stabilized", unless this option tweaked in config file.
  13. Hopefully, all the problems mentioned above have been fixed: "Don't Break the Ground" Bugfix Release Changes: - Excludes for Parts and PartModules are now configurable (and ground experiments are excluded from stabilization; hope they can survive on their own) - Minor stabilization logic tweak helped for that strange case with Mk1 capsule and Level 1-2 launchpad TBH, I can't grasp what I have to do with unBlur mod. Also, kindly asking to elaborate on that KSP-AVC stuff. Thanks.
  14. @linuxgurugamer, thanks for the heads up! Will look into it, hopefully during the weekend.
  15. The fix was integrated into RSS itself. https://github.com/KSP-RO/RealSolarSystem/releases/tag/v16.4
  16. Yeah, seems like it is. Time to finally buy this DLC and fix it. Hopefully this week. There's some sort of blacklist already, but for vessel names. Could be expanded to include PartModules too. Good point.
  17. Try this - https://forum.kerbalspaceprogram.com/index.php?/topic/186244-wip-rss-runway-fix/
  18. Oh, that's nice. No more guessing
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