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AbeS

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Everything posted by AbeS

  1. That's why I made a fork for RSS, everything is pretty accurate! But keep in mind you need to do the modification mentioned in the sig or it won't work :/
  2. Yup, it can be done. Looks ugly though I would, for aesthetics, use for example: Pod -> Shield -> UP Decoupler -> Shield -> UP Decoupler
  3. In the catalog click settings, then click auto-tag and the new parachutes will appear
  4. I don't think they are supposed to look that way it has no textures
  5. Thought this should be here so you can see it chris
  6. 100 tons to LKO. Should I tell him about Ferram's Eotena? (hint: something to do with 5000 tons)
  7. Or use the launch windows planner in my sig You just need to click "Add Body", then select "Vessel", write down all the info and "Plot it!"
  8. Because there are width limits in career mode depending on the techtree, so it isn't OP
  9. Of course it is compatible! FAR is a must have for RealSolarSystem for example!
  10. the controls can be changed in the configs, I think. We would just need to forget what we know and start anew
  11. it isn't a bug, just set the arm parachute to an action group. or right click. Good thing is, if you set it up correctly, you could arm all your parachutes while in space and they will work flawlessly when they should
  12. I don't know any of those languages! I just looked at it for a while and figured out what I had to change, I don't think I could add new stuff. They don't teach java and stuff to us, mechatronics students
  13. Went from Moho to Kerbin, probably should have tested a bit more but all the numbers were pretty accurate
  14. Eureka! It worked flawlessly!! dates, phase angle, ejection angle everything! Now, there must be a way to change that. But I don't really mind playing in specific dates so I will stick to Epoch = 0 for now
  15. I'm pretty sure it has to do with the Epoch, I had thought about setting it to 0 in the cfg and check if it becomes accurate. Will try it out in a few mins
  16. There is a Scott Manley video in the OP IIRC, it's part of his interstellar quest series. He explain most of the stuff, or at least what you should pay more attention to. EDIT: Here it is:
  17. it hasn't been done because of the licences. Nathan recomends using this Mod bundler for RSS
  18. yeah but the current texture packs just add more parts with the textures. I think he knows about that and wants a way to switch between the without having to use different parts
  19. So how do I use the epoch in the code of the launch window planner? Do I need to change the Mean Anomaly at Epoch of the bodies or what? I don't know how to change the epoch in the code, can't find it anywhere
  20. Try out the texture reduction mod, you're probably out of RAM Here
  21. I think it is the epoch too, I tested with the moons of Jool and all the numbers where accurate except for the dates. For the moons Nathan didn't mess with the stock mean anomaly at epoch so maybe that's why. I think it has to do with that number: Epoch = 1577907488.17727995 // KSP now starts in 1950. which I didn't use
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