AtilaElari
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Everything posted by AtilaElari
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It's pretty much impossible to use with Deadly Reentry. The craft reaches superheating speed in an instant and fries immediately. Hm, that gives me an idea - to make Mass Driver launch stuff in some kind of a shell that would reduce aerodynamic drag and heating and wuold self-destruct at the edge of an atmosphere.
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It may have been discussed before, but... well, four hundred pages on this forum. There is a problem: nuclear reactor+electric generator work as they should, providing an abundance of energy, but sometimes if you leave the craft and then come back to it electric generato won't work, leaving spacecraft with no electricity. Leaving to Spac Center and going back won't fix this.
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
AtilaElari replied to Yogui87's topic in KSP1 Mod Releases
I have a problem with Head part of Pandora missing. I do have Romfarer's Lazor plugin. So I don't have an idea why it's not showing. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
AtilaElari replied to Yogui87's topic in KSP1 Mod Releases
Just strap MechJeb case to the side of the rocket and click "Control from here" on the start. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
AtilaElari replied to Alskari's topic in KSP1 Mod Releases
I'm still having that crash when entering WAB or SPH with the new mod installed. I'm somewhat nooby - wich file from a ccrash report do I need to send so you could see what's happening? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
AtilaElari replied to Alskari's topic in KSP1 Mod Releases
The new release causes my game to crash whenever I enter VAB or SPH on my old save that has several structures built using this mod. It works with the new save, hovever, although still crashes the game frequently. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
AtilaElari replied to Alskari's topic in KSP1 Mod Releases
Thank you, Alskari. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
AtilaElari replied to Alskari's topic in KSP1 Mod Releases
I have an issue. When I use the cockpits from this mod (or some other mods, too) there are no kerbonaut portraits on the bottom right side of the screen, and so there is no button to send them to EVA and take advantage of this awesome mod. Can something be done about it, or am I just doing something wrong? -
The problem is, spacecrafts on orbits tend to become loose when the body they are oriting disappears. Do you know how are the parameters of an orbit are saved in game? From what I can tell it's jus their position on the map+direction+velocity and orbits are calculated from those numbers at each start of the game, so if the gravitatiog body moves, trajectories will be recalculated, up to not involving any additional gravity whatsoever. Wich means you'll need to save the positions of player-made objects relative to the planets so they wouldn't end up in open space every time the modyfied solar system is loaded.
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I was reading the forum about the planet modding. People say that planet data is hard-codded into the game. Do you have to find a way to edit the game code to make planet changes permanent, then? But then if you think a bit you could add an option "save solar system parameters" that would create a save file for HyperEdit with all the planet changes wich then can be applied back in one click. And also add "apply on the start of the game" option so those changes would be automaticly made as the game begins. You'v probably thought of it already, but, well, just in case:)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AtilaElari replied to ferram4's topic in KSP1 Mod Releases
Ferram4, I was speaking about the drop pods of the rockets, not the spaceplanes. And I think I'v figured out what I was doing wron - sicne Kerbin's atmosphere is thicker than on Earth, one needs to make deorbiting angles sloper so the craft would spend as much time as possible in the upper layer of the atmosphere. It makes percision drops rather complicated to predict, though.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AtilaElari replied to ferram4's topic in KSP1 Mod Releases
I'v HyperEdited a few drop capsules into a 150km orbit and dropped it at different anles, and re-entry at steep angles resulted in death from overheating. Wich is weird sicne FAR doesn't add heat and I deleted Deadly Reentry. Then again I may wery well be doing something wrong. Entering at the slope angles is fine, no arguments on that matter.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AtilaElari replied to ferram4's topic in KSP1 Mod Releases
This may have been asked before, if it was, I'm sorry for repeating. I absolutely enjoy this mode and it is awesome. Besides one single thing - the G force created by the drag. So now whenever I drop from orbit into the atmosphere (with the angles and speeds rather close to those used IRL) the G force spike into the "red" zone in seconds and the ship pulverises. Not cute. Is it possible to do something with it, besides slowing down with engines before entering atmosphere (the thrill of re-entry is in the roar of a wind and red superheated air around the droppod!)? May be change some specific value in the plugin's code, if that is allowed by the developers?- 14,073 replies
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I am very much interested in that as well. I have spent a lot of time, modifying Kerbol system to maximise the ammount of FUN produced, and was really disappointed to see all my efforts disappearing on the next run of the game. And all my ships flying on random trajectories without the celestial bodies to hold them in orbit as they returned to their original spots. Updated: I'v red the thread backwards a bit more and found this topic being discussed. I would also ask to put persistence of planet changes on the top of the priority. That would make HyperEdit way more awesome - and it'd also be nice to be able to share edited systems, in a form of .cfg file, maybe. Thank you for all your hard work, you are grand.
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Can Mod Makers Make a New Planet?
AtilaElari replied to NASI Director's topic in KSP1 Mods Discussions
So I did it... and the planets just went through each other with no effect. -
[0.22] Extraplanetary Launchpads Legacy Thread
AtilaElari replied to skykooler's topic in KSP1 Mod Releases
Being impatien, I'll ask anew - do launchpads work while not landed (as in orbit or in air) and if not, is there a way to fix this?