Jump to content

lextacy

Members
  • Posts

    877
  • Joined

  • Last visited

Everything posted by lextacy

  1. This mod is genius ! Im going to use it to make my Titan IV. Its due for launch in 1989 and that the year im in Of course ill be using the AIES fairings to achieve this. Most Titaneese rockets use this style of fairing.
  2. They work great in 1.0.5 havnt tested the fairing b.c. Im going to use my node system for those
  3. It says in the OP that there is a Delta III , but in the game data files there is no folder for a Delta III , only a "Delta" folder. What is really that Delta version?
  4. I really love this mod. Good work. I do have a small issue with this though. Can you please include a feature so that gravity turn can respect action group launches? It take about 3 or 4 action groups to launch certain rockets.
  5. I really love this mod. Good work. I do have a small issue with this though. Can you please include a feature so that gravity turn can respect action group launches? It take about 3 or 4 action groups to launch certain rockets.
  6. found a fix - change BDTextureSwitch to FStextureSwitch2
  7. with this mod, can I change reaction wheel torque on the fly in mid-flight?
  8. careful if you chose the CSS one, its been abandoned since 1.0.4 and the authors have been trying to fork it over. Also you will be making many configs to fix some errors in the mod. I can help you with that by giving you my bug fixes. Also the aerodynamics do not work.
  9. Problem : Im using the CSS shuttle and during descent the atmosphere take a hold of the thing and whips it around due to this mod not being updated to the new aerodynamics. Solution : To overpower the reaction wheel to 1000000000000 to force the shuttle to hold prograde using SMARTass. However : I dont want that strong of the reaction wheel during the ascent and orbital manuevers. I want it reduced on the fly. Is there a mod for that?
  10. Nice! Went and looked at KSO and applied it to the CSS shuttle pack. The parts now have texture changing! Thank you so much !
  11. Can I use texture Replacer to make it so I can do texture switching in the VAB for space shuttle configurations such as a white external painted tank and the non-painted tank? I know the Soyuz done by RadierNick had 3 color options to paint your spacecraft. I also want to switch shuttle name textures on the sings such as "Challenger" , "Atlantis", ect. If this is possible can someone explain detaily on how to write a module manager to get it to work?
  12. anyone know what mod this module belongs too? It comes in the CSS shuttle pack. However I need to know where it comes from. MODULE { name = BDTextureSwitch moduleID = 0 objectNames = TankMapped textureRootFolder = Space_Shuttle/Parts/ExternalTank/ textureNames = ETLight;ETDark;ETWhite;ETTAN textureDisplayNames = SLWT;LWT;ST;TAN nextButtonText = Next Paint Job switchableInFlight = false }
  13. anyone know what mod this module belongs too? MODULE { name = BDTextureSwitch moduleID = 0 objectNames = TankMapped textureRootFolder = Space_Shuttle/Parts/ExternalTank/ textureNames = ETLight;ETDark;ETWhite;ETTAN textureDisplayNames = SLWT;LWT;ST;TAN nextButtonText = Next Paint Job switchableInFlight = false } this also is suppose to change the textures in the VAB to switch names on the wings like "Atlantis" and also to paint what color your external tank is suppose to be. So far this module does not work in 1.0.5
  14. forgot to tell you guys im using RSS and its MARS , not Duna. Anyhow I did once use REALCHUTE last year when I was doing stock Kerbin. Ill give this a try , I hope it lets me edit min pressure to open value. The only weird thing im not going to get around is that the chutes will then deploy during the flames and fire of re-entry. But Mr. Rover needs to slow down somehow haha. 1. around 3,300 mps 2. 65,000 meters X 65,000 meters (MARS not duna) 3. inconsistent data 4. around 2.65 meters Its the exact replica of Lionheads Curiosuty rover. I dont have a screen shot handy right now , but you can check out that mod and take a look at what the craft looks like.
  15. Cant slow down on Mars. Found out I need to jettison heatshield in the middle of 7 minutes of terror just to fire emergency retro engines (inside rover capsule) to slow me down. This is not acceptable. Is there a way to edit the config of the chutes to have them open at very high velocities. Keep in mind we are talking about Mars and the atmoshpere is so thin that the chutes should not be complaining about opening them. The game takes the meters per second rule a bit too literally and disreguards the pressure factor.
  16. but didnt Curiosity go ballistic into the atmosphere? , aka never bothered getting into a parking orbit to retro fire into a flat trajectory? The man in charge, Adam Steltzner stressed EDL, which is an acro for entry/decsent/landing . He stated a famous quote of going from thousands of meters per second to a complete stop in 15 minutes. Now dont get me wrong here, my Mars 3 lander did get into a parking orbit first and had a fairly shallow angle. I have to try my hand at Viking 1&2 where im going to try the most flat trajectory I can muster. Lets see what happens and ill post my results here.
  17. I found an interesting issue while trying to send down the Viking lander to land on Mars. The way RSS is setup is that the new heating dynamics only are tuned to Earth. When you try to areo-brake Mars you will burn up(shock heat) the entire time until you hit the ground at around 2,500 kps. This is due to almost zero atmosphere. Therefore your not allowed to open the chutes to slow you down cuz you are still on fire. Its a game breaking situation since you have no way to slow you down. Albiet retro rockets "could" be used , but that only happens AFTER the chutes have done their job. I would not even fathom the fuel requirements and weight issues by clunking my lander to death with all that fuel. So................ 1. Is there a way to get the chutes to force open at these mega super sonic speeds ? (consider that 2,500 m/ps on Mars is like opening chutes on Earth at around only 75 m/ps with respect to air pressure differential) 2. Would I have to adjust other things? Things like breaking force ect.
  18. yup and yup ! The game doesnt crash or anything, just the mod wont show up in the VAB
  19. no no , I started out my project with VS, I took the source folder and used its .sln file to load up the project. Made my edits to the .cs files. Then hit Run to compile. Got a .dll . Said .dll did not get recognized by the game. I do like using VS though. Tried monodev and hated it.
  20. Thanks guys your help is getting me in a good direction. Still might have a few more questions though. What about this thing called Monodevelop ? Was I suppose to use that instead?
  21. I need to learn how to bug fix some mods as lately the quality of mods are really bad due to the constant forking and making a huge mess. So im taking that first stride to enter the fears of the DLL . I have Visual Studio and tried to edit some lines of bad code , but it doesnt work cuz I have no way to edit the DLL, only a source folder that the modder provides. The DLL I edited outputted the same file size ,but it refused to work. I think thats why the plug in does not run is I cannot use source folders as those are tied that persons computer setup aka referencing breaks and a whole host of other issues. Im not trying to make a plugin , I just need access into the DLL to change a few lines. I think the way I was doing it was only to be used when creating a new mod. What a waste of time, but hoping there is a correct/fast solution?
  22. I hate to be the bearer of bad news on that note. The latest release breaks real fuels GUI which makes it impossible to load tanks up and config engines to use fuels. The exception thrown here in the console is [Log]: System.NullReferenceException: Object reference not set to an instance of an object at KSPAPIExtensions.UIPartActionChooseOption.UpdateItem () [0x00000] in <filename unknown>:0 This shows up immediately when trying to click the little GUI button to "remove tanks" Of course the tanks dont remove. This is repeatable on multiple installs ive done including a pure stock install with only Real Fuels and your extension. Hope there is going to be an update soon.
  23. Real Fuels stopped working when going to 1.0.5 . All my tanks only have the stock liquid fuel/ox . The egngines from the stock-a-like pack are non-configuarble the same. This on a fresh install with only Real Fuels , Community Pack of Resources, and Solver Engines. There is no GUI when right-clicking tanks. Could this be a compatibility issue with 1.0.5? This is thrown in the dubug console when trying to click the "Remove Tanks" GUI button [Log]: System.NullReferenceException: Object reference not set to an instance of an object at KSPAPIExtensions.UIPartActionChooseOption.UpdateItem () [0x00000] in <filename unknown>:0 This leads the investigation into the KSPAPI Extensions not being compatible with 1.0.5 . As soon as I removed that extension, the GUI completely went away like you were playing without Real Fuels. This also proves that this extension was the driving force behind said GUI that is corrupt and being used in Real Fuels. So now can you point me in the right direction?
  24. [quote name='Felbourn']Excellent! Because Project Alexandria is on 1965 and technically I should be showing the first Venus landing [SIZE=1](cough uncontrolled impact cough)[/SIZE].[/QUOTE] I cant wait for that episode ! I left off at 1964 and was wondering how far are you into recording? [quote name='pingopete']Heh they've actually been there a while I've just been keeping it on the down low :P Starting to revisit the planets now that scatterer has multiplanet support, here's some VERY preliminary testing pics: [URL="http://imgur.com/a/2lqPd"]http://imgur.com/a/[/URL][/QUOTE] those are damn amazing ! Was that first pic Mars?
×
×
  • Create New...