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    Who needs spacecraft, we've got Kerbin to explore!
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    Aviation (which is also my field of university study now and hopefully professional career in the future),
    Computer Science, programming, gaming, flight simulation, weaponry (both white arms and firearms), fantasy and sci-fi

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  1. So... there are still some gremlins with the LM IVA, the RotateInternal module seems to fix it but I had it revert to backwards orientation on crew transfer. Switching vessels or saving/loading fixes it again. It could be the Reviva mod interfering though, will check without it.
  2. Yeah, I play on 3.2. And so far overhauled Apollo didn't need any boosts to parts, it's just the SLA that had an issue (and the regular one was fine in the first place). I'll check out the repo. I think I'll just do PRs for the cfg file stuff I mentioned above.
  3. I did some testing on this on the release: the jettisonable SLA doesn't just fail to shield the payload, it itself seems to be a massive source of drag. I'm playing on a 3.2 scale system (which seems otherwise perfectly suited for the new Saturn parts) and with jettisonable SLA I was not able to reach orbit in Saturn IB without a stage 1 extension, it wasn't lofting the trajectory high enough for S-IVB to have time to circularize. I wasn't carrying any payload other than the CSM itself (open top version obviously, in case that makes a difference). With non-jettisonable version I could get into orbit just fine with otherwise identical config (SM in ASTP config, empty bay with just a docking target). Looking at flight recorder revealed that drag losses with jettisonable SLA were more than doubled, over 800 m/s against 300 m/s with non-jettisonable one. I will look if the latest changes in repo fix this scenario. Other, problems I noticed with the overhauled Saturn/Apollo: 1. The heatshield and CM do not have the body lift disabled. This is bad, because the body lift vector is opposite to the lift surface vector, resulting in completely bogus aerodynamics: at reentry no lift is generated without extreme pitch angles (because the body and lifting surface lift cancel each other out). At subsonic airspeeds the pod gets completely overtaken by Kraken (especially with offset CoM set) and starts to attempt doing loops, because for some reason the body lift completely overwhelms the lifting surface. This is thankfully a very easy fix, just set disableBodyLift = True in ModuleLiftingSurface for both CM and heatshields, increasing the lift coefficient for the heatshield might also help but haven't tried it yet. 2. Less bugs and more design considerations (some are probably bugs though): The lunar ascent module needs an additional, forward facing control point, this is thankfully a simple cfg edit The CM experiment storage container doesn't have canBeTransferredToInVessel = True and canTransferInVessel = True, as a result experiments can't be transferred from ascent module without EVA A stretch maybe, but S-IVB IU could use an additional control point too, this time rolled inverted, (0,180,0) as the reference frames of launch vehicle and spacecraft are rolled 180 degrees from each other - the rocket flies the ascent with the CSM facing heads down, but for the launcher that's actually a heads-up attitude. Not really necessary though, this can be accounted for in kos/mechjeb
  4. @PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB] { MODEL { model = ComfortableLanding/Models/BDapollo/AirBagBDapollo scale = 1, 0.88, 1 rotation = 0.0, 0.0, 0.0 position = 0.0, -0.05, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = CL_BDapollo startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle //restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_Buoy buoyancyAfterInflated = 1.5 COBAfterInflated = 0.0, -0.2, 0.0 playSoundPath = ComfortableLanding/Sounds/Inflate_B volume = 1.0 animName = CL_BDapollo animLayer = 0 } } Here's my version of the patch, with some additional edits I didn't test yet to CoB position and max buoyancy. I also rescaled it to fit the model better (with additional last minute changes that I also didn't check yet, will update if they end up being broken. I also removed all the bogus, gamebreaking changes to ModuleColorChanges and removal of existing ModuleAnimateGeneric - turns out neither of those changes are needed for the mod, I have no idea what they were doing there.
  5. They're not supposed to be lined up like this. The original was accurate to how it looked IRL, they were too far away from the center axis, not at a wrong angle. IRL each bag is attached in 2 points, not one, to both neighbouring flanges, and stowed underneath the main parachutes. For it to be truly accurate you'd need a new flotation bag model
  6. I have same issue (it's not just ship icons, the whole map screen is jittering and even planets in high orbit become weirdly smeared), the only mods we have in common I think are Scatterer and DOE, but you should post ALL of your mod list, literally just print dir to file using console. I'd add that it started after I updated both of those mods. It could be a rendering issue.
  7. Does anyone else have the issue where using modular launch pads completely throws off delta-V calculations in mechjeb, breaking PVG?
  8. How did you get it working? For me it's doing nothing. EDIT: Nvm, it seems that it's doing something, I think it was another mod
  9. This is some pretty disgusting misinformation... That's not what happened, these mods were in works and were being showcased long before the official remakes were even announced. This. Things like scatterer/EVE/parallax, kopernicus and planet packs. There are lots of places where the axe could fall.
  10. "BoulderCo" is your EVE config folder, without it it shouldn't work unless you have another one from a visual pack.
  11. Too bad this is the last update, cause the same steering functionality would be EXTREMELY helpful for actual aircraft control surfaces. All aircraft capable of supersonic flight suffer from exact same issue, as you accelerate the control range becomes to large. It's so bad that beyond a certain speed SAS tuning is so off it causes catastrophic oscillations and needs to be turned off.
  12. I'm just going to recursively yeet all MiniAVC.dll with PS, didn't realize people were still including those, thanks for warning. Sorry if I sounded rude, it's just that from my perspective it looked like a visit at a clerk office, where I ask the clerk for help, they tell me to do something and then refuse the original request because somehow doing what they told me made me illegible for it.
  13. Read the whole post. We were talking about 4.3.2 the entire time, which is why I gave you link to the zip you were asking about, as well as logs with that version installed, then explicitly said that the same happened with the update (i.e. 4.3.3). Also I managed to fix it already, the problem disappeared after installing Click through blocker and Toolbar controller, neither of which was listed as a dependency.
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