Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

2 Neutral

About Punk

  • Rank
    Rocketry Enthusiast
  1. I am having the same issue, when first installed it popped up when I placed the part but now nothing. My comp crashed a few minutes after placing the part the first time and on reboot and getting back into the game it wont work. The button shows up but no info pane, the button just toggles the craft name plate. If pointed to an output file I will upload it, not sure where it is. Edit: The game had generated a PluginData folder, I deleted it and on reload the window is now popping up as normal. I did not check the settings in the toolbar and engineer .cfg files it held though. Sorry. If it happ
  2. Very cool, especially the relative velocity thing. A difficult idea to get your head around in a field already full of difficult ideas.
  3. A thought on the jittering when dragging the PoV in map view, is it just me or does it look like the jitter you get when you drag a mechjeb window off screen? Could it be that the game thinks you are trying to drag a window off screen and is attempting to snap it to the edge?
  4. The hex grid looks awesome and makes targeted landings so much easier.
  5. I am having issues with fairings. With them I can only control an angle of attack of less than 2 degrees but without them it is far more lenient. I am using an ssto lifter that looks a lot like a russian Soyuz with four outer columns with 2 LV-T30 and an LV-T45 under each around a center tank stack that narrows down at the bottom (I would post an image but can't work out how using this site). The fairing makes up the top 1/3 of the craft. It has a TWR at launch of 1.75 with smaller payloads. With the fairings I struggle to control attitude and end up flipping out of control soon after beginnin
  6. Awesome plugin. Is there a minimal window view in the works? I know you can toggle the thing off but it would be good to have a smaller UI to use. In my opinion I would just balance for stock parts and when this mod reaches a high enough saturation other mod makers will have to pay more attention to part values. Or suggest a stat weighting (1 mN of thrust = 5 krones and 1 sec of ISP = 5 krones, 1 unit of fuel = 50 krones, tank mass = something and ASAS functionality = 1000 krones or something) that way any part can be used but there is a scaled framework. At the moment it just seems like peop
  7. I can confirm that unpacking the whole folder into the legacy parts location does work. Not sure how to get the .cfg updated to work with the new location though.
  8. What changes are required specifically to the .cfg?
  9. Is there a way to show debris in map mode? I can only see Roche in the flight control building at KSC. Trying to find it in orbit the normal way might take a while...
  10. Close, as soon as the object leaves your hand it is completely independent to the Earth. It's trajectory is set in stone as soon as it leaves your hand, air resistance does factor in but only usually marginally for low speeds. If the Earth were to instantly stop rotating as soon as you let go, the ball would fly away at something like 25 Km's a second (as would everything else attached to its surface, like mountains and stuff). I'm not sure I've got that right. I've forgotten too much of my school physics...
  11. Despite being stationary relative to a point on the surface of a planet, the object in geo-sync orbit is still travelling at high speeds (for geo-synch orbit the speed is simply equal to the rotational rate of the parent body). If you could fire the rocket to intersect the orbiting craft perfectly you would find that the orbiting ship would still shoot by at several Km's a second. If you could launch perfectly and somehow dock without everything getting torn to shreds in an instant, you would find the initial orbit of the ship in geo-synch would have decayed significantly, as its total velocit
  12. This seems like a cool way to distribute challenges and it uses the scenario functionality as well. I approve!
  13. The sabre precooler (both M and S) attach nodes seem to be inside the model as well. Also I'm guessing given B9's new position that this part pack will be integrated as the spaceplane update? Worked it out. Changing the Sabre Precooler Body M node numbers to node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0 makes the nodes attach perfectly so the model doesn't clip through other parts. Also the General Parameters have the M part filed under S, not really important but if you have OCD like me good to ch
  14. Pretty cool looking stuff, really like the style and feel you are going for. Once again, very very cool.
  • Create New...