• Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Joe32320

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yeah, I tried that first, but got some weird results: Picture probably explains it best, IDK if I've made a mistake, but thats the direction those arrows seem to be in. The position to the sun does seem to work, though strictly speaking in that example, I didn't do sun:position-earth:position for it to point from the centre of earth to the sun.
  2. Question: How do you work out the velocity vector of Kerbin/Earth around the sun? I'm using SRSS and want to launch craft into the plane of the elliptic, and I want to do the cross vector of the position of earth and the velocity of earth in order to work it out, but I can't for the life of me work out how to calculate the vector for earths velocity around the sun, is there a way to do this?
  3. The scale modifications for RSS also makes squeezes down the time you spend launching and landing compared to SMURFF and real scale which is also for the slightly impatient among us a group of which I'm very much apart of...
  4. Cheers for the update, played 1.1 last night....other mods I can live without, without this one KSP just feels wrong, I need all the numbers!
  5. Does RO change the way engine gimballing work from stock, cause kOS will utilise the engine gimbals in stock as long as they unlocked, and it is possible to make steering code yourself to lock to a heading should you find lock steering unhelpful for the rockets you're launching.
  6. Hi, I've just downloaded this for the first time, when I run the program and hit the "Refresh" button, I get a new window saying "Error!" "Failed to connect to repository". How do I get it to work? I'm using windows 7.
  7. Dumb question, but where is the archive now, when I save files from the ingame editor I can't for the life of me find that file on my system... :/
  8. Are you executing "lock throttle to x" directly in the editor window, or are you executing within a program written in a text file? If its the latter, make sure you have an "until" command that cuts out at some condition when you want it too, because if the program is just lock throttle, then the program will lock the throttle, then immediately end because there are no other commands to compute, resetting the throttle, also see below as to why the throttle specifically goes to 0.5. Basically upon ending the program, the throttle goes back to where it was when it started, because SQUAD have changed the default throttle upon loading on the launchpad to 50%, if you don't manually take the throttle down to 0, when your launch script or whatever ends, the throttle goes back to 0.5. Best thing is just to get into the habit of pressing "x" prior to launching from the launchpad.
  9. Yep I'm getting a malware warning using chrome as well
  10. Awesome Just a note though Orbit:RotationalPeriod hasn't been added, but body:rotationperiod has, I assume thats what you meant? But thank you for putting it in
  11. As far as I can tell, v0.14 seems to be working fine with 0.25, also haven't run into the crippling half my ship missing bug either with it
  12. We'll see, but then you have to think why they wanted to put it in, having exploding buildings I agree isn't important, but why go through the effort? I've heard speculation of upgradable buildings that would certainly work within the base they have now, this is just a cool visual thing they can do now without coding all the mechanics behind that, as an example. Lol Whackjob, there isn't going to be a Kerbal alive within 50km of your launches