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Dedalous

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    Bottle Rocketeer

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  1. D'oh! Teach me to assume I have the latest version. Thank you!
  2. I'm curious if the radial docking ports, the "Grip-O-Tron Linear Docking Connectors", are intended to be unusable in career. I only recently finished researching the full tech tree, and I can't seem to find them anywhere. When I dug into the configs to determine why, I found they had tech needed listed as Unresearchable and no patches for CTT regarding them. Is this intended behavior or an oversight/bug?
  3. Are there any plans to bring back the APAS style ports from the older fustek compatability patch? I enjoyed the added challenge of having to fiddle with an orientation specific port, and in the end they look a lot nicer than the stock ports, especially when jammed on a station. If not, would anyone happen to have the old part handy? I can't seem to find a download to grab it, and I'd like to try and hack it into working in 1.5.
  4. Clearly I haven't dug enough. My apologies. I thought the PDF manual was the only source of info on the mod, and didn't even think to check the Github(Didn't even know it had that feature). I learned a thing today! Thank you both for being so quick to help!
  5. Hi guys. Bit of a head scratcher here, but, I just recently completed a recreation of Apollo 11, following as closely to the original flight plan as I could, and noticed in S2 and S3, there was a significant amount of fuel left over after the needed burns. My question is, is this intended behavior? Or was this mod balanced for an upscaled solar system? A quick perusal of the thread didn't give me any answers, so forgive me if I missed a post discussing this.
  6. I have a suspected bug, I think. Or it could be I just fail at atmospheric re-entry. That's a big possibility. Anyway, when I go to reenter from a suborbital trajectory in the Mk1 pod(haven't tested it with other pods yet, as I haven't unlocked any more in this save), maintaining a trajectory of about 35 degrees from parallel with the ground, I will reenter, and not slow down. This is with the blunt end of the pod pointed retrograde. It will accelerate from my initial suborbital velocity all the way down. And parachutes are no help, as I'm currently using REalChutes, and they snap off at those velocities. Any help with this would be appreciated.
  7. Certainly want to make it fly. Problem is I don't know how complete the plugin is. I'm not the best at coding, but I have the time and patience to do configs. I'd also like to use the plugin included in this for an SSTO project of mine similar to the landers from Alien Planet. Is the license permissive enough to allow this?
  8. I have dabbled in configs, and have much free time. I shall volunteer! Might as well start my modding career somewhere.
  9. RoverDude, first off, awesome mod. After much fiddling, I managed to make a VTOL that's stable on the pitch axis, but unfortunately, noted that there seems to be a bit of off center thrust on the liquid fuel engines. The ship wants to roll to the right no matter what I do. Built in the sph, with symmetry on, and the only things off center having no physics significance(ladder).
  10. You need to have a declared VTOL engine. For instance, in the patched B9 pack, the rotating VTOL engines, powered by firespitter, have context menu commands to control the VTOL. Also, after playing around with these engines, I've discovered that while it has all the features I wanted, the interface is clunky and cumbersome. I also can't run a COM Thrust balancer like TCA into the mix without introducing massive instability, so I'm going to resume developing this plugin. If for no other reason than I'm too lazy to build a balanced VTOL.
  11. *Edit* No longer abandoned. Lets see how long this lasts before I get frustrated and give up.
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