SmiteZero
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Posts posted by SmiteZero
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This still has uses, despite the 1.0.4 fuel drain. Please update.
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RCS-Build Aid is fairly awesome. I used to use it often. You are right in that as I start to run out of fuel my balance will change, too, however it should remain good until at least one tank runs dry
PWB Fuel Balancer doesn't seem to be updated and I haven't noticed anything else like it.
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Thanks for the replies. I can confirm that the problem is that despite overall balance being okay, the position of all the lift points is close to or behind the CoM as TheMoonRover was suggesting. Adding these small canards and re-balancing solved the problem.
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Even with minimal pitch inputs, at speed it will flip over almost without warning. I've noticed this behavior a lot in varying degrees lately but can't figure out why it happens to some designs and not others with similar CoM/CoL. Can someone please explain how to make sure spaceplanes behave with the new aero?
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^Wot he said.
This still works..?
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These are some wicked parts. Needs maintaining!
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I can have a look at it at some point. Have you tried making your vehicle heavier? It makes a big difference.
No.. but.. I kind of feel like that's a sub-standard solution. haha.
If there's no way I, as a user, can modify the grip, then if you can do it somehow/time that would be appreciated I think by a few people
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This is FREAKING AWESOME.
That's what I keep saying!
Been at it again with the articulated rover bodies. Managed a more compact design with the same features (rocker suspension, articulated chassis, raising/lowering cockpit for access)
..Watching these rovers morph and mould to the terrain as you drive is really pretty cool.
And is it possible to increase the grip the wheels have in the cfg or something? I feel they're a bit too slippery.
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That's wicked.
I'll download the new one now. I'm glad I could help muster enough interest in your project again for a brief while.
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Seems KronolUtils/KronolVesselViewer causes many woes.
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Oh damn! So THAT'S What's causing those shadows! Thanks! Been drivin' me nuts. Yarr! I'll try removing it for sure. Thank-you for the trouble!
Edit: that was the one! nailed it first time. Have a cookie!
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Hi. I had this mod suggested to me to extend ScanSAT usability but it doesn't seem to fully work for me when trying to view anomalies.
Example:
Does anyone know of any mod incompatibilities or anything that MIGHT be getting in the way on this list?
000_Toolbar
ActiveTextureManagement
AdvancedAnimator
AviationLights
BahamutoD
BahaSP
BoulderCo
DeadlyReentry
DMagic Orbital Science
EnvironmentalVisualEnhancements
EVAPowerPack
Firespitter
HabitatPack
Hyomoto
JSI
KAS
KerbalJointReinforcement
Klockheed_Martian
KronalUtils
KSO
MagicSmokeIndustries
MapResourceOverlay
MarkIVSystem
ModuleManager.2.5.1.dll
NASAmission
OLDD
PartCatalog
PlanetShine
ProceduralDynamics
ProceduralFairings
PWBFuelBalancer
RCSBuildAid
RetroFuture
RKMk2
RollKage 1.1
RoutineMissionManager
SCANsat
SelectRoot
SmokeScreen
Squad
ToadicusTools
toolbar-settings.dat
Trajectories
TriggerTech
TweakScale
VOIDI have a few. Heh.
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Doublepost because this pack is so awesome.
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Unlikely. I can't even make a TweakScale .cfg for the wheels.
Could I convince you to update the pack by collating the two, adding an extra node and fixing this long-standing problem?
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Been using it since it came out (with a long hiatus).
I became obsessed with large, articulated rovers because of this pack.
https://www.dropbox.com/sh/5sgjgctgf8lsva0/AAC2U-Vg281ZEhEasisdI3RVa?dl=0
https://www.dropbox.com/sh/275g9frxniqccmb/AADdUT0-_83x9fi8dYRvpl9ka?dl=0
https://www.dropbox.com/sh/9f1tdsj6trb3r9c/AABSPLZ9Koe5z0xw4RRoltbSa?dl=0
It's so easy to build big rovers with these parts. I keep trying to make a small one..
https://www.dropbox.com/sh/55v6lb3h0m3lf7r/AAAJ6mwgU0yB3gxe2xq9C-25a?dl=0
I wish the RollKages had an attachment node on the rear as they do top and bottom.
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Thanks again. Maybe I'm still "Doing It Rong"?
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The MapResourceOverlay mod can put anomaly markers on the surface of the planet in the map view, and the Trajectories mod can draw an X on your landing spot (taking body rotation into account and everything).
Alternatively, you can use the "big map" to show your vessel's orbit and the anomaly markers, but it's tricky to try to fly that *and* get the landing right (especially a propulsive landing). When using that method to explore the anomalies on Kerbin, I tried to set my orbit up to overshoot the anomaly, started re-entry, and inflated my gas bag (using the Hooligan Labs airship mod) when I was about to pass over the anomaly.
Thanks for the MapResourceOverlay, but it seems incompatible with 0.25 and doesn't display the anomalies map.
Also how do I change which structure is targeted in the instruments window?
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When you have an anomaly discovered using a satellite and then equip a BTDT scanner, turn it on and open the scanners window, how do you switch between detected targets? I'm trying to figure out how to use it to pinpoint detected targets at KSC before sending probes off.. Also can anomaly locations be displayed on the [game] map or as targets or something somehow, or do you have to try to translate the ScanSAT map onto the ground manually to figure out where to land?
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Hooray!
This pack needs updates! (It's very awesome)
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*peep* 0.25?
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RollKage! Sir/Madam, I love you.
(thanks!)
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Hi! These are from a long while ago and I'd love to know if anyone can remember what they were called or knows if they're still around.
Please see the tubular cockpit surrounds in these screenshots.
https://www.dropbox.com/sh/9f1tdsj6trb3r9c/AABSPLZ9Koe5z0xw4RRoltbSa?dl=0
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Downloading the Mk1-2 Propulsion System!
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Will try this out. Those parts look phat!
[1.0.5] Surface Mounted Stock-Alike Lights for Self-Illumination (v1.2.2 - 11/15/15)
in KSP1 Mod Releases
Posted
These look great. Could you add an option to make them flash? Perhaps we could also set the on/off timings?