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    Curious George

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  1. I'm having trouble getting reasonable results from simulate_aerodynamic_force_at. It seems to be missing a way to specify the vessel's orientation. The only thing I can think of is that maybe it uses a default orientation with respect to the reference frame, but I'm not sure how that would work with different reference frames. An example would be very helpful.
  2. Yeah, its mostly cosmetic. As far as the parachute, you might try: @PART[ParaDockingPort] { !DRAG_CUBE {} }
  3. @DDE Were you using the para docking port by any chance? I've found that anything with a custom drag cube from before 1.1 has drag issues. I think this is probably why you were flipping. The fact that the regular fairing fixes this for you is sort of interesting. The booster cover probably acts more like a nose cone than a fairing. I was able to fix this by using module manager to remove the drag cube, but I've only tried doing it with Realchutes installed, so I'm not sure if it causes problems with stock parachutes.
  4. I just discovered that SDHI can cause both models to appear. Deleting the SDHI MM patch that adds the Mk1-2 umbilical fixes the issue.
  5. I've noticed this as well. All the asteroid classes seem to be spawning with a mass of 150t.
  6. Sarbian's Custom Barn Kit allows you to set a flat rate or change the constants for the formula. I wouldn't mind seeing a mod that allows for a different formula. I think something that approaches a constant asymptote would work better.
  7. I'm still seeing a supply timer reset when 2 unsupplied vessels undock. Its always the crew of the unfocused vessel. While I was testing that, I thought of a minor exploit. It's probably not worth added complexity to deal with, but I'll throw it out there. Since docking recalculates and resets the short term habitation timers for the entire crew of both vessels, one could do something to get a large long term timer and then use docking to reset the short term timer.
  8. I did some experimenting with a clean install and USI LS. It appears that going on EVA calls the untrack method. When the kerbal reenters the vessel, all of the timers are reset as if he just left Kerbin. I also found that undocking randomly untracks kerbals for a moment. The undocking issue may be due to USI LS updating before KSP has everything sorted out from the undocking.
  9. I just ran into this situation. It actually seems to cause some serious problems. When I get close enough to the derelict command seat to take control of the kerbal, Take Command switches control from the rescue ship to the derelict command seat. The first time I encountered this I was in the middle of a burn and when I switched back to the rescue ship it had gone from almost being in orbit to a steep suborbital trajectory. I did manage to rescue one kerbal from a command seat. The focus still shifted to the command seat, but I think having the rescue ship coasting when it happened prevented the sudden trajectory change.
  10. I found a way to adjust the buoyancy to keep the pod from sinking. The configuration files for the stock pods have a few other values that can be adjusted if anyone wants to experiment with it. @PART[Corvus_Exterior] { %buoyancy = 1.7 }
  11. I've been getting some null references when I try to access 0.24.0 with part tools in Unity. 0.23.2 loads fine, so I've just switched back to that for placing props.
  12. This still seems to be an issue for vessels that rely on engine gimbaling. I'm using 0.16.0 with RSS/RO.
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