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Everything posted by madlemur
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It might be easier to take PF, and if the payload does NOT contain the root part, tuck away the payload into a virtualized space via the same mechanism(s) used by hangar. Then deploy the payload when the fairings are decoupled. Of course, I'm assuming the limitation on acceleration, rotation, etc. for the hangar is trying to get the payload to match the various velocities of the hangar when it gets spawned in, and I know I often detach my fairings while under power, or rotating (to be sure the covers clear the rest of the rocket). It would have to be a hybrid of the two mods, and likely limited to inline payloads... Plus, it takes all the fun out of strutting and securing the payload under the fairing!
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
IIRC, RCS control is on the TODO list. So not quite yet. Right now, the only thing you can do is turn the stock RCS on or off. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
madlemur replied to DasPenguin85's topic in KSP1 Mod Releases
Ah! That makes sense... I still like the idea of a double wide module. Must be the years in northern Louisiana... -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
madlemur replied to DasPenguin85's topic in KSP1 Mod Releases
Does it need a new frame? Can't you put a 48x48 rack in the existing frame as it stands? What else does the payload frame provide? is it lighter? Cheaper? Available for corporate sponsorship? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
madlemur replied to DasPenguin85's topic in KSP1 Mod Releases
By larger, you mean a larger footprint, or more than 4U high? Hmmm... double-width slots, stacked vertically, allowing for up to 4U of double-wide modules, or up to 8U of single-width modules. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Nope...But if it happens again, I'll be sure to get a log posted. At the least, I'll give you my MM config. I may have horribly borked something up in that... // Add a beefed-up kOS system to all manned command modules. // Any Part that has a ModuleCommand Module, no kOSProcessor already, and doesn't have a CrewCapacity of 0 @PART [*]:HAS[@MODULE[ModuleCommand],!@MODULE[kOSProcessor]]:FINAL { MODULE { name = kOSProcessor diskSpace = 20000 } } I had tried using ...,!#CrewCapacity[0] as part of the :HAS[] block, in an attempt to bypass probe cores, but it wasn't working. And for a brief time I even tried to add a nominal EC drain as a price for having the kOSProc onboard. -
OK. So when do we get RPC calls, so our CPUs can talk amongst themselves and plot our demise better serve our needs?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Don't know yet. I know it was in the last release. I MM'd a kOSProcessor into all the command pods, and when I tried to return to a vessel in orbit, there was nothing else there. No parachute, no US science layer, no propulsion... Just a lonesome Mk-1 pod spinning slowly in orbit. It was supposed to be a "rescue" mission to get Jeb, who I had stranded in a polar orbit around Minmus by not properly managing my dV. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
Yay! Is there a Github issue for the "kOS module in the root part is a Bad Thing" bug? I had heard it mentioned in furtive whispers and in dark alleys, but it wasn't until I decided to MM a kOSProcessor module into each command module that I was formally introduced to the damned thing... Thankfully, I'm still in my "Stranded a kerbal in space because I brain spazzed the dV calculations? Just start a new career!" mode. So it only set me back a couple of sub-orbital launches. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madlemur replied to ferram4's topic in KSP1 Mod Releases
Heh... I was being pedantic about "exactly" referring to how it should be modeled, not the model itself. As to why it should be modeled as a decent approximation rather than an exact replication, I think ferram explained it pretty well. And it's still a damned sight better than stock!- 14,073 replies
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[1.12.x] Freight Transport Technologies [v0.6.0]
madlemur replied to RoverDude's topic in KSP1 Mod Releases
Heck, I get that just in the VAB while editing a ship, using any parts. Never correlated it with Revert to Hangar before, so I'll try to be aware of it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madlemur replied to ferram4's topic in KSP1 Mod Releases
Which is exactly how it should be modeled in real life.- 14,073 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
madlemur replied to RoverDude's topic in KSP1 Mod Releases
Huge Emergency Rescue Pod? Basically one of those inflatable bounce-house castles with a few bottle rockets taped to the side, some juice boxes and a pack of stale cookies? And I suppose a tarp for DRE purposes... edit: I always think of DERP as an inflatable version of the pod from The Incredibles... -
[INFO] KSP floatCurves and you - the magic of tangents.
madlemur replied to Taverius's topic in KSP1 Mod Development
Well, it's half a tangent... If the curve is smooth (in-slope == out-slope), then it's a tangent. Otherwise you have a hard corner with an undefined instantaneous slope at that point. It's easy to quibble about terminology (this is the internet, after all), and I hope the discussion/debate has enlightened a few folks. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madlemur replied to ferram4's topic in KSP1 Mod Releases
No, no, no... If memory and deduction serve, Thrust is at 100% (1.0 multiplier) at 0m/s, goes to 120% (1.2) at 350m/s, and finally gets to 0% at 1000m/s. The trailing 0's are the in-slope and out-slope of the curves. Of course, I could be insanely wrong...- 14,073 replies
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Python Plugin Capabilities
madlemur replied to TreyTaylor's topic in KSP1 C# Plugin Development Help and Support
Yes, this is a forum for the computer game Kerbal Space Program, specifically for creating add-ons and plugins for the game. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
madlemur replied to ferram4's topic in KSP1 Mod Releases
This might be of use, or at least interest: http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents- 14,073 replies
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Python Plugin Capabilities
madlemur replied to TreyTaylor's topic in KSP1 C# Plugin Development Help and Support
Not sure how you got here, but this certainly doesn't look like a KSP issue. Try stackoverflow for your web development needs (and yes, everything you say is possible using any number of languages available to web servers). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
madlemur replied to erendrake's topic in KSP1 Mod Releases
XPath for KSP? The vessel is sort of a hierarchy... -
[INFO] KSP floatCurves and you - the magic of tangents.
madlemur replied to Taverius's topic in KSP1 Mod Development
+Rep for showing us how things work behind Unity's curtain... -
TT's Mod Releases - Development suspended till further notice
madlemur replied to TouhouTorpedo's topic in KSP1 Mod Releases
No and no. Go back about 3-4 pages, and you'll see that TT pulled the plug. And with a non-redistribute license, nobody can upload their copy. End of story. We can hope that maybe he'll come back, since he got his modular wheels updated, but the posts in this thread seem pretty upset about how he feels Squad has treated him and other modders. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
madlemur replied to DasPenguin85's topic in KSP1 Mod Releases
If memory serves, my setup is BoxSat + core + 2@ battery pack + MP rack + panel + 8 RCS thrusters (mounted top and bottom) + 2@ BoxSat solar panels (more efficient than stock panels) + dish on top + 2@ commutrons facing down (action group to activate them inside the fairings) + .6m decoupler + KW tank (the bigest 1.25m tank, tweaked down to .6m) + low-profile "eddie" engine + decoupler. This rides on a raised 1.25m fairing adapter. All this sits on a 2.5m main lifter (Mainsail), with a pair of big globe SRBs that burn by themselves as a first stage. After three comsat insertions, I could probably drop the smallest tank/engine, but it give the commutrons clearance to deploy, and I know I have the juice to make relatively major changes/corrections in their orbits. My only complaint is that with an equatorial orbit, the batteries don't last all night... May have to reposition the network in more inclined orbits. I should mention I use FAR + DRE, but a stock Kerbol system. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
madlemur replied to RoverDude's topic in KSP1 Mod Releases
Cheaper, perhaps, but you miss out on spewing radioactive exhaust all over the place. Fallout without all the loud, messy detonations! Although, I have a feeling loud, messy detonations are de rigeur for ANY Kerbal installation. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
madlemur replied to DasPenguin85's topic in KSP1 Mod Releases
Regular fairings? I've had no problems using procedural fairings, but I do recall having issues with the KW fairings. There may be a minor clipping issue or something where the probe body wiggles just enough to lose out on the shielding. But with PF, it give enough room. I've never lost anything since I switched (well, except the time I stuck a SCANSat antenna on the back of a probe, and it FUBAR'd all my burns once I was down to the last stage; 2.5m lifters, while overkill, do tend to dampen CoM offsets).