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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. GrimT - probably a stock claw bug. RE ORSX - I'm pretty much the only one that uses it And everything will be converted over pretty soon (just finished all of Karbonite today). That being said the two will not conflict, but it will be weird.
  2. Oh yeah.... fins under aero, and the 'stick' is under structural. You have to point these manually now, no SAS/etc. - so build carefully. (also found a couple of extra tweaks I need to do, so anticipate another patch tonight) [edit] ok - grab 0.0.3 instead
  3. @NathanKell - very cool! I'll check it out @Domfluff / biohazard457 - I think you'll like the next release. Less explody (and I'll give it a go with NEAR/FAR), and radial rockets, including being separate from the fins.
  4. Sure, it's just a limited lifespan and it's dirt cheap. Side note: Wings are split off now Also added a launch-stick (literally a stick) to angle the rocket, so in the next release the SAS capability is being dropped and you will have to manually launch your rocket and set it's heading, and also make sure your fins are set to maintain stability.
  5. Google sounding rockets they are colorful by design and for some good reasons (relative to sounding rockets that is). Try it without realchutes and humor me. If that fails, there's an update coming once I finish testing fins. That solves that scooby doo mystery!
  6. Not touching that one I was considering this - possibly as positionable 'sticks' Yeah that page is missing a few
  7. No But I did add in a larger 0.625m motor. Are you using stock? or RealChutes?
  8. Assuming you had just the nosecone and just one science experiment you should have been fine (granted, I increased this margin for error in the new patch that I am working on)
  9. Odd... I'll have to test that part RE contracts. RE parachutes - I have had them survive impact numerous times with one science experiment and a nosecone. And yes, it's intended behavior that you cannot fit two science packages on one of these. And just recover vessel - done
  10. @NWDogg - glad you like it @AccidentalDisassembly - multiple resource defs will not cause what you're seeing. For my own benefit - Mac, PC, Linux, 64 or 32? Try adding your old mods back in one by one into a new save - that usually sorts it.
  11. hmm.. usual deal, clean install, install one mod at a time, try with a clean save, etc. This is literally just a parts pack and one USI DLL that you probably already had anyway
  12. You are hitting memory pressure most likely. Granted - this one is small at just one texture for all of the models - - - Updated - - - Nope, no real need tbh for this one.
  13. Trust me it's severely nerfed But as long as you are using it on exceptionally light loads you would be ok
  14. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/UmbraSpaceIndustries/SoundingRockets/releases
  15. License is permissive, but please make sure you clearly note that this is a derivative of my original work (edit) And please spell my name right
  16. Kerbal EVA bubble thing - not even close to being on my list, lots of interesting things with that one, but if someone wants to code it, rock on. RE shaking - normal We're doing horrible floating point things.
  17. TBH it's going to be cutting it close. I'm in the middle of converting all of the USI models over and doing some intensive testing, so by the time it's ready for prime time, we'll be looking at 0.90 anyway, so a lot easier for me to just do it all at once. I will see about getting some of the API stuff out there. And I would not recommend grabbing it raw from GitHub as it's changing daily
  18. You would drift outside of the bubble, then die.
  19. 1. You die. 2. Via configs if you want to mess with it, but bear in mind bubble size is one of the few balance levers this thing has
  20. As noted in othe thread, the only way to have varying costs is going to be to have multiple resources. Or, just install K+ and you already have a valuable and rare resource out of the box.
  21. Your best bet then is to just install K+ as it adds Karborundum to Eve, Eeloo, and the sun. The only way to get varying costs would be to have different resources. TBH, having Karbonite's cost vary by planet would not make sense... it would be like making gold from one mine more valuable than the other. A multi-resource analogy would be coal, where anthracite is more desireable but is also regional.
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