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salajander

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Everything posted by salajander

  1. Haven't heard back from bk2w. Is the github repo up-to-date? I've emailed our internal MATLAB user group to see if anyone's willing to give it a go.
  2. Heya Arrowstar! Been totally obsessed with TOT since I stumbled into it last week. Fantastic stuff! I always wondered how to get those more complex missions going - this is a huuuuge help. I actually made it through this whole thread! It's a bit funny, though - I'm using the Mac version, and started getting confused looking at the changes for post 1.2 but not seeing them. Then I finally realized Mac build's not up to date. bk2w: Have you had any luck getting a more recent release built? There are several MATLAB licenses at my work, though I don't have direct access to them. I could possibly ask some of the users for some time, though, if it's as simple as compiling something, though I recall you seeing UI issues ... Anyway - thanks!
  3. A few hours later, no luck reproducing it. If I come up with anything solid, I'll definitely report.
  4. I'm running a dev build downloaded last night. Had my first encounter with the no-drag bug. I don't have reproduction steps (going to work on that now), unfortunately, so I expect this data may be useless, but perhaps something here may help in any case. It was an early career first-orbit. I did a de-orbit burn, and time-accelerated through to the atmosphere interface, then re-time-accelerated again until I realize there was no drag. I took a screenshot, and did a quicksave, and let the capsule go around to space again. When I reloaded the quicksave, the drag was still gone. Same a third time. Then I restarted KSP, and tried the quicksave again .... and of course the drag was there. I've uploaded a screenshot and a quicksave while it was happening. There's also a log file, but that was after I restarted, and the bug had gone away. All available here. Plug-ins enabled at the time: ContractConfigurator ContractPacks FerramAerospaceResearch JSI KerbalEngineer KSP-AVC ModularFlightIntegrator ModuleManager.2.6.3.dll NavyFish RemoteTech Squad ThunderAerospace TriggerTech WaypointManager
  5. Thanks, I'll give those a whirl. I'm curious, though, what the expected ablative loss is for an MK1 coming in from LKO? Like I said, this is my first time with DRE, so I'm not sure what to expect in normal (or "hard") gameplay.
  6. Hey all, Looking for some advice on using DRE and FAR together. This is my first time with DRE (and FAR, for that matter), so I'm not certain how "hard" DRE is supposed to be, and how I should adjust it due to FAR. So far I've only been doing LKO re-entries with the MK1, and with default settings all around (DRE 6.4.0, FAR 0.14.6) the ablative shield on the MK1 is barely touched - from 250 down to maybe 240 - which seems pretty risk-free. What sorts of ablative loss should I expect from an MK1 reentry from LKO? I saw a few pages back Starwaster suggested: ... but the default multiplier in Hard is 1, and if I set it to 20 my vessel doesn't survive the first few hundred feet of reentry. So! 1) If DRE in hard mode is working as expected, what sort of ablative loss should I see in an MK1 returning from LKO (with a reentry pe of ~20km)? 2) What settings are FAR users using to get the expected loss? Thanks!
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