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Everything posted by futrtrubl
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
futrtrubl replied to KospY's topic in KSP1 Mod Releases
How did you try attaching them? -
That's just it, there is no prograde to the node. Prograde is facing your direction of travel, the open green circle. The node's facing is the blue marker. They sometimes happen to face the same way when raising peri/apoapsis, but they are distinct and different directions.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
futrtrubl replied to RoverDude's topic in KSP1 Mod Releases
I'm sorry I have nothing to add to help your issue, though I know it has been brought up before. But that sentence of yours that I quoted.... that gave me a good laugh. Incompatibilities abound and CKAN really can't do anything about it, except sometimes keeping things up to date. Quite often a bug is reported and it's because CKAN didn't. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
futrtrubl replied to KospY's topic in KSP1 Mod Releases
Even greater part count. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
futrtrubl replied to Starwaster's topic in KSP1 Mod Releases
The stock temperature colors may just by looking at the part temperature not skin temperature. And after the plasma stops you will continue to have conduction from skin to internal.- 5,913 replies
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I'd say that's more a new feature than a fix.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
futrtrubl replied to KospY's topic in KSP1 Mod Releases
Just to be sure; You are using KAS struts right, not the stock struts? -
Different efficiencies. The 25% is how much supplies you get back from a certain quantity of mulch. The 50% is how fast the module is working at doing that conversion, this depends on so many things you will need to look at the FAQ.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
futrtrubl replied to KospY's topic in KSP1 Mod Releases
Yes, I dislike docking ports if you can do without. Why have 2 extra wobbly parts? -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
futrtrubl replied to tajampi's topic in KSP1 Mod Releases
I meant tweaking certain engine parts not the engine modules. But I see that the Finals have now been removed. The only issue there is if someone adds an engine module in an MM pass after engine lights pass. Actually, since this doesn't use FOR[EngineLight] it defaults to FIRST, so any engines added or modified by MM may have incorrect or no lights. Also he isn't adding it if it's missing, he just adding it.So I still recommend what I said previously, using FINAL picks up all engines correctly and the !MODULE[tjs_EngineLightFX] stops you from overwriting things (actually not overwriting but adding a new module) if someone makes their own part specific change as it only adds it if it is missing. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
futrtrubl replied to KospY's topic in KSP1 Mod Releases
Not exactly since radially attaching things is by eye. Tying to make 2 subassemblies that are identical in the VAB/SPH is easy with symmetry. Trying to do that in the field is almost impossible. So storing or just being able to move subassemblies is not just a shortcut, it adds actual new functionality. -
That terminal velocity looks about right to me. You are going about mach 1 so your drag coefficient is at it's maximum and you are only getting about 1/5g (2.2m/s2) drag. Your craft is pointy so your drag coef will drop significantly after transonic so your terminal velocity (where drag =1g) should be at least 2.2x your current speed and very likely more than 5x your current speed, so >700m/s for sure and probably more than 1500m/s. Do not base your assumptions on pre-1.0 ksp.
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A minor quibble but follow node and prograde are two very different things.
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I wouldn't want it to activate engines. How would it know which engines I want it to use?
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
futrtrubl replied to tajampi's topic in KSP1 Mod Releases
I'd think it's because someone may have created or might create a module that starts with ModuleEngines and this would cause issues and it's just one more MM patch. Also I imagine that a wildcard match is more expensive than two exact matches for MM. Those Finals though, wish there was a better pass to put them since people may want to tweak certain engines after... ahh @PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[tjs_EngineLightFX]]:Final { MODULE { name = tjs_EngineLight lightPower = 1.0 lightRange = 40.0 } } @PART[*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[tjs_EngineLightFX]]:Final { MODULE { name = tjs_EngineLightFX lightPower = 1.0 lightRange = 40.0 } } would allow someone to do their own way, then yours won't stomp on them. -
If you are downloading things with ckan then your Modular Flight Integrator will be out of date too and will break things.
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
futrtrubl replied to DMagic's topic in KSP1 Mod Releases
You've posted this in a couple mod threads without knowing if that is the mod causing the issue. There is a forum Support (Modded Installs) precisely for this. Instead you have maybe pasted it once in the correct thread but definitely multiple times in threads it has nothing to do with. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
futrtrubl replied to tajampi's topic in KSP1 Mod Releases
Perhaps we could cheat by having light fall off around the engine. IE having them act like a more diffuse spotlight so there is still some light behind it but not as bright as in front ("front" being the where the rocket plume goes). -
It was changed to show all nodes in the last version. So either you are using a previous version or it's a bug, or someone is going behind CTTs back and hiding some nodes.