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Everything posted by AndreyATGB

  1. inb4 hired by Squad together with Ryan when they finally decide to add clouds to the game. Those oceans dude, seriously that looks amazing.
  2. Wouldn't it be nice to have a thread sticky post feature? This would fix 99% of the questions generally speaking, I'm pretty surprised this isn't implemented yet.
  3. https://github.com/KSP-RO/RealSolarSystem this seems like it's the most up to date. Also it seems to only have Earth and Moon by quickly glancing at the Kopernicus config.
  4. Is this what happens in 1.0's aerodynamics? Or are you talking about old FAR inducing drag in parts with exposed nodes?
  5. I converted them to dds and the clouds still work but the plugin spams some "kerbin1 is not readable" a bit. I can't notice anything wrong with the clouds (and I remember that particular exception before).
  6. IMO asking for help for development builds is not ok. These are provided as-is and I'd generally say it's best you keep your experiences with these unstable bits to yourself unless the dev specifically asks for help.
  7. Judging by the sudden decrease in area as well, I'd say they don't get recognized at all. Or maybe it takes into account the fact that it's hollow (shouldn't matter for area anyway right?).
  8. You have a lot of small objects sticking out of the craft, this creates turbulence (I forgot the technical word for it) behind them which can make the rocket unstable (usually it's fine but you have a lot). The new voxel FAR might simulate these effects, so if it's unstable the first thing I'd do is make it smoother.
  9. For the MJ issue, I've encountered it during a landing for the Mun. It NaN's closest approach distance (which tanks FPS as a result). Since this is very similar to your situation, I suppose it is fair to say it's incompatible with nuFAR in this regard. For now, don't use this info item or modules that need it (I'd imagine landing assistant is one of them). I saw some git commits about settings not saving yesterday, you could try a new build.
  10. You could average the CoL for some reasonable AoA's, or just display the one for 0 AoA. I see it as a quick way of assessing stability, not really meant to be the end all be all for it. The graphs are there for a reason after all.
  11. New releases are only an updated dll. You can download and replace the dll and you don't lose anything, what A_Burnt_Rpdent is correct as well if you insist on replacing the whole folder.
  12. Yes you can, use something like @PART[*]:HAS[@MODULE[ModuleCommand]] { Module { Name = MechJebCore } }
  13. You only need the new dll. I'd recommend keeping MJ_global in PluginData so you don't lose your settings and custom windows. If you don't change any setting then you could just replace everything I suppose.
  14. He fixed the tech tree unlocking late last night. Use the newest dev build and it should work fine (at least it does for me).
  15. No, it disables the water completely pretty much. It's visible, but it has no effects.
  16. Hey sarbian, I got a NaN just now targetting a ground base from a suborbital trajectory (on the Mun). It could be a corrupt save file, but it only NaN's if "closest approach distance" is on. This only applies to closest approach, distance to target works fine. Looking at the persistent file, it looks fine. This was with dev 441. getObtAtUT result is NaN! UT: NaN ArithmeticException: NAN at System.Math.Sign (double) <0x00087> at Orbit.solveEccentricAnomalyExtremeEcc (double,double,int) <0x00061> at Orbit.getRelativePositionAtT (double) <0x00135> at Orbit.getRelativePositionAtUT (double) <0x00039> at MuMech.OrbitExtensions.SwappedRelativePositionAtUT (Orbit,double) <0x0001f> at MuMech.OrbitExtensions.SwappedAbsolutePositionAtUT (Orbit,double) <0x0003c> at MuMech.MechJebModuleInfoItems.TimeToImpact () <0x0009a> at (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x0002b> at MuMech.ValueInfoItem/<ValueInfoItem>c__AnonStorey13.<>m__7F () <0x00019> at MuMech.ValueInfoItem.DrawItem () <0x00027> at MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00078> at UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000bb> at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x00107>
  17. It isn't going anywhere, quite the opposite. 1.0.2 brought back most of the soup and 1.0 wasn't that realistic either. nuFAR destroys stock aerodynamics still.
  18. Ah this discussion again . I use MJ because it has the most info I've ever seen, making KER look like a toy. Autopilot is too unreliable for me to use.
  19. I'm just saying what I did to my little test plane, first thing you want to do is clip the landing gear in the body. This is huge for the stability (use the new awesome overlay to see just how big it is). Other than that it doesn't seem that different, you're going to need small delta wings if you want to go supersonic at low altitudes for example.
  20. In case anyone is annoyed by the 1.0.2 warning, I made a quick and dirty fix for it. Fixes no bugs, I also changed the pressure unit to kPa as that's what's being returned instead. This is based off the (as of now) latest source code.
  21. http://forum.kerbalspaceprogram.com/threads/118088-1-00-ModularFlightIntegrator-1-0-%28Apr-30%29
  22. Thanks. MFI fixes it (even used the latest version from source to make sure), also the null's came from DevHelper, I guess I'll deal with 2 extra clicks. These overlays in the editor are so cool.
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