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Everything posted by iFlyAllTheTime
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
iFlyAllTheTime replied to Arsonide's topic in KSP1 Mod Releases
Thank you! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
iFlyAllTheTime replied to Arsonide's topic in KSP1 Mod Releases
Was this announced somewhere?@Arsonide: congrats +1 -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
iFlyAllTheTime replied to Arsonide's topic in KSP1 Mod Releases
Alright, did about 6-8 more contracts and unlocked tier 4 tech nodes. I haven't had any contracts for satellites yet, I guess I might get station contracts when I unlock those parts. I did however get contracts to launch science missions around Duna and Eve. PS: haven't visited Kerbin's natural satellites yet. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
iFlyAllTheTime replied to Arsonide's topic in KSP1 Mod Releases
Sorry if this has been asked before but there are 108 pages in this thread and I figured asking the question will be the quickest way. I recently found out about this mod and this is exactly what I wanted in contracts. I'm running 0.24.2 because I spent about a week installing 45 mods before I started a new save, only a day before they released 0.25 What I want to know: Is there a way for me to tell if I installed this correctly? How do I know I'll start seeing contracts from fine print and not just what Squad has included in the game? Before I installed this mod, I had started a new save and completed about 30 or so contracts and researched 3-4 tech nodes. Thank you in anticipation. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
I understand.Does anyone know if 0.25 still has the rotation bug? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
Oh, so this behavior exists for FAR users as well then? I wonder if there a way to edit a cfg file somewhere to edit this behavior. Thanks for the reply. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
The TweakableEverything fix worked flawlessly! Thank you. Although, I love seeing boosters being ejected outward with a bang. Reminds me of the Shuttle SRBs:cool: Also, I'm guessing the stock game remains unaffected by this rotational force because of the aero model? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
I think I understand. Maybe. I'll just ensure I add at least a three way symmetry when using winglets. At the expense of sounding too critical, I have something else that's bugging me. More often than not, when I decouple SRBs they tend to behave unpredictably. They usually fly back into my rocket and takeout my main engine. I've had this with different SRBs, including the smaller sleek looking ones from KW Rocketry. I would expect these small empty boosters to be launched well clear from my main craft, but they seem to bunch up and either hit my rocket or end up hitting each other. Anyone else with this issue? Any possible fixes one could suggest to me? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
Sorry, but I do not understand. Why would placing winglets at the same distance away from the CoM but different orientation change the CoL? I was trying to be as descriptive as possible in my post since I don't have a way of posting images on the forum. If the problem (if there is one) can be better understood with a pic, I can signup and post the pic. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
I wonder if anyone else is having this issue. Rather than typing out another long post which caused the original issue, I figured I replicate the issue on a stock-part only rocket as follows: Mk 16 Parachute Command Pod Mk1 TR-18A Stack Decoupler FL-T800 Fuel Tank x 3 LV-T30 Liquid Fuel Engine To this, I tried attaching Delta Deluxe Winglet in 2 way symmetry and noticed the CoL marker act in a peculiar manner. When attaching the winglets in any orientation except as described in the next sentence, the CoL behaves exactly as it does without NEAR installed. When attaching the winglets to the sides of the rocket (If in the VAB, attaching the winglets so that they point directly to the side-walls of the building, where on one side are the elevators perpetually ferrying a vehicle up and down carrying what seems like a fuselage section/fuel tank and the other side has the flag as chosen by the player) the CoL ends up just below the CoM. This behaviour is noticed when using KW fuel tanks as well as SP+ parts. Attaching the winglets in a three way (or more) symmetry seems to make the CoM behave like stock. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
OMG!!! OMG!!! OMG!!! I had to minimize the game to report this (scientific and/or anecdotal?) finding about this mod. For anyone on the fence about installing this mod, please read on. Others may skip to my test scenario. I had previously tried FAR with mixed results. The GUI, though at times seemed helpful, did present a plethora of info that I didn't/couldn't use. I was worried about installing FAR on my recent fresh install of 0.24.2 after a hiatus of about 6-8 months from KSP. Then I found out about NEAR about 4-5 days ago and finished reading all the posts on this thread this morning. I was worried, not only about how this plugin would co-exist with 34 other mods that I have installed, but also in terms of whether I'd be setting up too big of a challenge for myself to be able to enjoy this game after such a long time. (...and they've just released 0.25 just as I'm about to start a new career save:confused:) Test Scenario: To test this out I made two identical installs of KSP with all my mods, with the only difference of one running NEAR and the other stock. The launch setup I used to test this out was: 1) Z-map satellite to 100 km orbit manually with NEAR 2) Z-map satellite to 100 km orbit with MechJeb with NEAR 3) Z-map satellite to 100 km orbit manually without NEAR 4) Z-map satellite to 100 km orbit with MechJeb without NEAR I then repeated the same four scenarios with the stock Kerbal-X Here's what I found: i) MechJeb's Ascent Guidance doesn't mix well with NEAR (I know, I should have trusted so many other posts about this, but had to test it out for myself) ii) For Z-map satellite, I ended up much higher when jettisoning the boosters with NEAR as compared to stock. I forgot to note down the fuel savings upon making the orbit. iii) For Kerbal-X, in stock I was left with 605 units of fuel when I made it to 100x100 orbit. With NEAR, I had 1835 left!!! Last time I used FAR, I remember getting frustrated at the ruthlessness (I really should blame my laziness and impatience) of this mod and ended up uninstalling it. I've been used to the stock way of launching since 0.11 but was surprised at how quickly I adapted to the new aero model. Maybe this time around I was more careful with my launches? I don't know. All I had to do was ensure that I don't stray too far off my velocity vector and tap the "D" key to pitch over. While trying to test out spaceplanes, I kept getting some error messages in the debug menu which I forget now. I'll try again in the next couple of days and report any issues if they reoccur. In conclusion, anyone who is on the fence about installing this mod, I highly recommend it. Sorry if this post is needlessly long. I didn't just wanna say "Thank-you" and/or "This mod is awesome" I felt like I should candidly express my satisfaction while using this mod and declare my eagerness to keep using this mod in the future. I'm now tempted to try out FAR! Thanks ferram4! (Phew! I nearly gave in to the temptation to make a far-fetched pun based joke!) -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
iFlyAllTheTime replied to ferram4's topic in KSP1 Mod Releases
Running 0.24.2 instead of 0.25 If I intend to use this on 0.24.2, I guess I need to download v1.1.1.1a? -
I'm an idiot! I don't know why I installed only this one outside of <Gamedata> folder. I guess the other 20 or so mods had a gamedata folder but since this one showed <Plugin> folder, I deviated off the norm. My bad. Thank you all.
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Definitely in my top 5 mods for this game! I got this to work on my latest save but there's something that is nagging me. This mod comes with two PNG files in the resource folder. During "installation" I copied the contents of <Plugins> folder into the identically named folder in my KSP game directory. I continued to copy the two aforementioned files in the <Resources> folder. On the toolbar, the icon that is supposed to open the Navball Config window appears to be just a plain purple square. Has this happened to anyone else? Did I do something wrong during the installation process? I know it isn't a big deal, but I'd like it to display the intended icon. Any help would be appreciated. PS: I would've liked to upload an image to show you what I mean, but seems like I can only link to an image URL; which I can't at the moment.
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Hey guys, I've looked through the last 10 pages on this thread and haven't seen an answer to the question I'm about to pose. When I click on the Download link, it takes me to the Curse webpage and under the supported "Game Versions" it says that the mod supports 0.23.5, 0.23 & 0.22 Curious to know as to why it doesn't include 0.24 or 0.24.2 in that list. Cheers! Thanks again for an awesome mod. (Been away from ksp for the last 6 months. Looking forward to play with all the new features of the game and the mods)
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Omg! That's brilliant. Also, I agree with Tiberion.
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I want a big roid
iFlyAllTheTime replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
The first thing I did with the ARM patch, captured two class D asteroids in a stable orbit around Kerbin. My current plan: attach two claws to either end of a girder segment and capture those two asteroids on either end. Hopefully they'll bounce off in unison when I try to land them, as one did when I brought it down on its own. Back to the topic, as has been already mentioned, the farther away you capture the roid the less dV you need. I've done a few intercepts now and on all of them, I've managed to capture the roid at least 10-15 days before they enter Kerbin SOI. I then burn, so as to get the Kerbin SOI around 60KM, and fine tune it to about 36-40KM once in the SOI. After the atmosphere has done its job in capturing it in an elliptical orbit, I raise the Pe at the Ap. ONE FINAL NOTE: When you attach yourself to the asteroid, your vessel has to deal with the additional mass. Be prepared for a drastic decrease in your ship dV figure (mechjeb and/or kerbal engineer read out) when attached to the roid. -
Flying Spaceplanes: Rudder or Roll to turn?
iFlyAllTheTime replied to Diazo's topic in KSP1 Gameplay Questions and Tutorials
This is off topic but, what do you fly in real life? -
Basic Aircraft Design - Explained Simply, With Pictures
iFlyAllTheTime replied to keptin's topic in KSP1 Tutorials
Solved! Didn't work on my iPad, fine on desktop. -
Yep, exactly that!
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Basic Aircraft Design - Explained Simply, With Pictures
iFlyAllTheTime replied to keptin's topic in KSP1 Tutorials
Well, clearly not! -
Basic Aircraft Design - Explained Simply, With Pictures
iFlyAllTheTime replied to keptin's topic in KSP1 Tutorials
Is it just me or is the info on the image unreadable due to low resolution? -
Kethane refinery mistake...Depressed.
iFlyAllTheTime replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
This is precisely why I downloaded this mod. It allow me to make additions and/or changes once the vessel is launched on its mission and its kinda like launching repair missions NASA launched for Hubble and Skylab(?) Edit: I was referring to KAS -
Full Throttle Hotkey
iFlyAllTheTime replied to The Jedi Master's topic in KSP1 Suggestions & Development Discussion
Wait, what happens when you hit that key combination? -
Thanks Redjoker!