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MaxP

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Everything posted by MaxP

  1. SovietPack_RealChute_MM.cfg @PART[LOK_Parachute]:FOR[RealChute] ... name = RealChuteModule[something needs to be deleted] So, the LOK parachute didn't work.
  2. SovietPack_RealChute_MM.cfg @PART[LOK_Parachute]:FOR[RealChute] ... name = RealChuteModule[something happened here))] So, the LOK parachute didn't work. Nobody uses LOK
  3. There is an incorrect symbol in config file after "LOK Parachute"
  4. AJE requires Real Fuels. - in the first post
  5. The link on the RealFuels configuration file is broken ((
  6. Hi. I think that you're playing with RSS mod installed )) If so, you need to set correct coordinates for KSC, which are 28.608389/-80.604333 Also edit the KSC antennas range.
  7. First pages are not enough? This will not works. You need to convert them.
  8. "I feel" is a keyword. Just feel all is fine, and all will be fine.
  9. Thanks. I've been on forum for not so long, but I've noticed, that there is a lack of FAQ, though it would save our time ))
  10. Trolls )) Orbit is stable, I tried from 40-45 to 200-300 km. For me it happens with any vessel landing on Duna.
  11. Yeah... )) I think it may be a problem with tangential speed (don't sure it correct in english)) - the inclination of entry orbit was near 30 deg, so the target crossed trajectory ground projection from left to right with ~30 degrees angle. And, probably it is imposed with planet's atmosphere parameters - the jumping blue marker jumps from the end of the trajectory (once I decided to watch what will happens - so meeting the ground on ~900 m/s was happened)) to the point near the correct (if the auto-reentry would be correct).
  12. Of course One more thing on Duna: the blue marker jumps along the path, so the engines starts to jittering as the distance to target changes very quickly.
  13. Guys, tell me please... I cannon land on Duna. When I press Land at target, some actions may happens (sometimes not), but, anyway, I've got "Reentry simulation timed out" in autopilot status. The vessels stays on orbit, nothing is happening. I use last dev build (128) and RT2 (but vessel is manned, and controllable, with "Local control").
  14. Is there any reason to think that mod's code is related to ISAMapSat one? Do you know something?
  15. Oh, I've done almost the same )) Very practical design. But my experiments with KAS (I was using additional lateral winches for stability) was not quite successful. Enabling time warp makes strange things with KAS elements. And her is my rover. Not for screenshots, but for 30 m/s driving over the Mun surface. At 10 m/s I can turn autopilot and leave it for hours - it will be on wheels. Four engines (2 kN each) for reaching maximum stability, two tailwheels in front (for turn over prevention), stabilizers for moving in atmosphere, steel plates underneath, and Hakari's narrow LED's, you can see it in action here: And, I've corrected Wayland's wheel's torque (for being not so fast, max ~ 50 m/s) and (a little secret ) turned off the brakes for the forward wheels. And it's own lander, with infernal robotics plugin: On landing the frame (with counterbalance) turns horizontally and expands, then decouples rover Unfortunately, the rocket becomes strange loocking...
  16. Shirt, I'm looking on thread's title and waiting, while 10.7 is ready for download )) Is there "4x2 to round"-adapter coming? I really like new nuclear engine ))
  17. Came just to ask the same +1 If you want to speed up your game, add this module to one of the most needed and functional part, like cockpit. Or try one of the beatiful antennas from AIES mod.
  18. rbray89, the most important question: how it works together? Is there better loading priority? I.e. TextureCompressor loads first and compress uncompressed textures not compressed by another texture compressor, or vise versa?
  19. No It is the awesome AncientGammoner's High Resolution Kerbin Cloud layers from "Clouds and city lights" mod are exceptionally good looking from the surface, but not so good from orbit. Oh, I have a screen )) So I use only textures. And the skybox, of course - I like this and this. These are dark enough, but with small amount of bright stars. Rareden's skybox is too bright.
  20. 'Cause he chose different way )) And I'm glad he did it.
  21. I'cant figure it out clear enough, but RAM usage is not depends on the model size in linear. It is more important, how many details KSP is loading. And his models are very large in MBs, but they are perfomance friendly enough. I'm getting a large RAM usage when installing many plugins and parts only.
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