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About HerrCrazi

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    Rocket Crasher of the Empire

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  1. This thing is purely gorgeous ! I fell in love for this IVA, and I'm eager to see the Mk1-3 version !
  2. Hi, I'm looking for a way to extract hi-res data from KSP, like Kerbin's heightmaps. What I would be ideally looking for is the kind of data provided by tools such as KerbalMaps. I should precise that I'm quite new to KSP modding/hacking. Please also note that I'm not looking for those 8000×4000 heightmap PNGs that can be easily found. Thanks by advance for your answers !
  3. Yea, I think that's ice from the second stage's fuel tanks. Anyway it's the only answer that makes sense
  4. kOS is consistent but the floating-point system isn't and your landing position may vary significantly between two similar launches. But anyway, being able to land back exactly on the lauchpad would be a great improvement for this script.
  5. Nice script ! The landing part will not be the easiest, especially if you want to land exactly on the launchpad, so good luck ! Here is a script I'm currently working on that performs an hoverslam and lands automatically the rocket. But I haven't managed yet to control where I am landing. https://gist.github.com/HerrCraziDev/468a832395a427a3283a6b1b2b54a469
  6. You can maybe use the amazing k-OS mod ? KOS adds the ability to write your own programs and run them on an on-vessel ingame emulated computer. You can write your own autopilot, or use it to perform any action like collecting science on your scientific probes. The vessel needs to be physically loaded for programs to run on it, but anyway you can automatize the way you gather your science.
  7. Nice @JadeOfMaar ! Very realistic look, especially with those little rounded tanks
  8. @53miner53 Thanks for mentioning me, but I'm still not able to get my hands on a 1.3 nor 1.3.1 KSP version. I hope I'll be back soon (in a week or so). I can't wait to get back in the game . I'm ok for you to move forward and skip me.
  9. I'll try to check this for you under a few days, but I'm currently busy. I'm still on 1.2.2 though.
  10. I have the same issues each time I use struts going inside fairings. Thanks for reporting this problem
  11. I usually have a 2.5/1 ratio, meaning that 2.5s in the real life is equal to 1s ingame, without timewrap or anything. However I can launch a well-done 30 parts rocket in LKO in a little bit more than 10 real minutes, using timewrap if needed to circularize. But if the rocket is more than 150 parts, I fall to about one frame per each 5 real seconds
  12. You're not really wrong.... I launched it.... and it went to about 10000m before loosing control due to the high rotation speed caused by the inclined engines creating a rotating moment of thrust. This is the best craft ever made by a Kerbal