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Everything posted by Drakenex
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yeah! the trunk separation can be simulated with "AnimatedDecouplers.dll" used by Sumghai Sadly this capsule is very underpowered (for an abort at least) and the maneuver can't be reproduced.
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Hey Serbian excellent work!! MJ is the first mod in my list on every installation. I love to build space stations and re-supply missions, it is too tedious to do ascent and docking manually so many times. Can I make a suggestion? May be is easy to implement; because of the new aerodynamic model if you use ascent autopilot the rocket will go tumbling out of control, the game now simulates Max Q (maximum dynamic pressure) who stresses the hell out of the rocket, my workaround was to limit maximum acceleration to 35% - 45% (depends on the rocket) and after MAX Q (around 22 Km) release throttle to 100%. Can you make an option to release acceleration until a configurable altitude is reached? When you select the % of maximum throttle a small box opens to enter desired altitude to hold it. Thanks and congratulations for the good work!
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Drakenex replied to sumghai's topic in KSP1 Mod Releases
yup! stock @3600 m/s re-entry is not using any ablator resource... -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Drakenex replied to sarbian's topic in KSP1 Mod Releases
works perfect on 1.0, the only thing missing is female kerbal creation on launchpad, thanks! -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Drakenex replied to sumghai's topic in KSP1 Mod Releases
No, is not using it, I've also tested with steep re-entry angles and though it doesn't explodes (heat shielding may be working) 0 ablator is being used, may be something within the model must be updated? Worked fine for me, even the animation! -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Drakenex replied to sumghai's topic in KSP1 Mod Releases
replacing heat shield in the config with the stock: MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } Worked perfect! -
Wow! Care to share more details pls?? Thanks!!
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Chaka Monkey - Closed Development Thread
Drakenex replied to YANFRET's topic in KSP1 Mod Development
Yes!! I couldn't put it down until I finished it, It's a must read for any Mars missions enthusiast. The movie is supposed to release on November 25th and is on post-production, but the lack of a trailer, interviews and a poster is very strange or may be I'm looking at the wrong places! -
Chaka Monkey - Closed Development Thread
Drakenex replied to YANFRET's topic in KSP1 Mod Development
Yes! that's a big issue, in RL the ship only accelerates half the trip and decelerates the other half, both things can't be simulated. With my nuclear powered-Ion propelled near future prototype, trans-duna injection takes 9 minutes, so may be with more engines (40 Ion / 20 cluster) it takes less time and the injection will be less boring (I just went for some coffee ) -
Chaka Monkey - Closed Development Thread
Drakenex replied to YANFRET's topic in KSP1 Mod Development
Hey Yanfret, I was wondering if you're planing to update some parts of the mod sometime to incorporate the current road map for mars, I mean, nuclear propulsion has been dropped long ago by NASA, and the Mars mission will be either solar or nuclear powered electric propulsion (have you read "The Martian"?). Please don't get me wrong, I love this pack and your texturing skills are awesome, just wondering if an updated Mars/Duna mission will get the "Yanfret/Chaka" treatment. Cheers -
yup, even with aggressive, I've started using OpenGL (you loose shadows and VAB part highlighting), frame rate improves a lot (may be because there are no shadows) and you don't need ATM anymore.
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Yeah please share! My setup: i7 4790 16 GB DDR3 RAM AMD Radeon R7 265 beyond 400 parts I can't get more than 25 FPS, and at 1000 parts .... may be 12 FPS!
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Yup, and Leonardo PMM too, but no matter how much welding I was able to perform the station reached about 400 parts and as you may know it became a beautiful slideshow :s
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That ISS looks great! care to share the solar panels name? I'm using Kosmos Balkan array but they lag a lot, my finished ISS crawls @8 FPS and off course! thank Beale! this is one of the top 5 mods for KSP on my list! Edit: oh so they are Kosmos , can you please share the truss parts? thanks!
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are you still working on it? I'm so sorry with all the other modders working on the SLS but yours is far superior
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I guess I nailed it: rescaleFactor = 0.36 - - - Updated - - - Yup that one is very close, but 0.36 fits KW 1.25m parts perfectly , thanks a lot!
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I mean , I want to make them 1.25 (so I can use them with KSO and my stock SLS) so take them from 3.7m to 1.25m. I want one at 1.25m, if I need more later I know how to create more configs . Some one else here used rescaleFactor = 0.5 to make it 1.875m, so to make it 1.25m what value may I use? and: Pls Pls Pls! Thanks guys!!
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hey Maccollo terrific work!! it's the better ATK SRB model ever! I'm trying to resize it to 1.25 permanently and the standard scaling in Tweakscale doesn't work, do you know what could be the magic number for the "rescaleFactor" key? Thanks!
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Drakenex replied to girka2k's topic in KSP1 Mod Releases
sorry if it was commented before but I can't find it here, it's me or this mod doesn't work in OpenGL mode? It says welding was successful but no file is saved, then in DirectX mode it worked fine again :S -
Chaka Monkey - Closed Development Thread
Drakenex replied to YANFRET's topic in KSP1 Mod Development
sorry but I'm lazy , what other launcher are you going to add?