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WarrenSchultz
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Everything posted by WarrenSchultz
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
WarrenSchultz replied to NathanKell's topic in KSP1 Mod Releases
Ah, great news about the update, looking forward to checking it out. Thanks! Edit: Works great with LFO -
Thanks, m4v!
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Hm. You shouldn't need a heat shield on the bottom, it should be taking care of that. That being said, there's a new version I'll be releasing soon that changes the size and number of the air brakes to fit in between the strakes on the control adapter. The upshot of this is that the air brakes are now concave, and shield the surf attach area for the chutes. (I did a non-standard deorbit to increase the heat, and found that I could burn off the RealChute casings. Oops. ) You should be WAY below 450m/s if you deploy the air brakes. If you can tell me a scenario where you still burn up, please do! EDIT: Oh, I misunderstood what I was seeing. You're hitting 450 ON LAUNCH. O_O. (With FAR, I use Mechjeb ascent guidance, my flight profile is 27m/s^2 max accel (~3Gs), with a 45% turn starting at 500m and ending at 150KM) But yes, the intended order is 5M decoupler on the bottom, Pod Cargo Bay, then the 3.75 adapter/control module (with space to put chutes, RCS, etc, around the radius). Alternatively, if you have the ability to build craft in space, you can just put a docking ring and some light thrusters on the top, and deploy from orbit. For reference, this is what my test rocket looks like closed and open. The giant retro thruster on the top is to allow me to reverse my orbit quickly into an ugly deorbit scenario. It is jettisoned before I enter the atmosphere, or it completely throws off the aero. @RabidNinjaWombat: Glad to have your contributions, keep them coming. By breaking out the individual mod support to separate files, it makes it very easy for me to have others contribute and merge. - - - Updated - - - Just did a bit of testing. FAR recognizes it as shielding in the VAB, however once you're on the launch pad, it isn't shielding those parts anymore. Going to have to look into this further.
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Yup, that was it. Until I release 1.7 with some other fixes, I've checked in the updated file, which you can pull into your install. https://github.com/WarrenSchultz/MonkeyWrench/blob/63fda6aa4a039eddcd30f124d584cf7383d08609/GameData/MonkeyWrench/Parts/MW_DropPod.cfg (Click the "Save As" the Raw link to grab the file itself) Thanks for the heads-up!
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0.1.6 is now live. Playing with a concept for a reusable cargo drop pod. It consists of two parts: The cargo pod itself, which is equipped with FAR-compatible air brakes, and a control module, containing reaction wheels, which additional control hardware and parachutes of your choice can be attached to.
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[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
WarrenSchultz replied to marce's topic in KSP1 Mod Development
My coding skills are _very_ rusty, but I'll take a look. - - - Updated - - - Don't know enough about the code to make an educated guess (and I'm not set up for compiling/debugging), but I did narrow down the specific repro case. If there is an underscore in the part name in the cfg file, it will fail. The filename itself, however, is allowed to have an underscore without issue. i.e. MW_Partname.cfg PART{ name = MWPartname } Results in MW_Partname_NH.cfg But: PART{ name = MW_Partname } Results in no file being written. -
[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
WarrenSchultz replied to marce's topic in KSP1 Mod Development
I figured out why the config files aren't being written out. If the part name has an underscore in it, NH fails to create the _NH file. -
Free high-resolution aerospace reference photography
WarrenSchultz replied to WarrenSchultz's topic in KSP1 Mod Development
Oops. I just checked the exif data. These were taken before I had my 6D. It was a Canon T3i with a Rokinon 35mm f/1.4. Since then I've gotten the 6D and Sigma 35 f/1.4. -
It's not real-time changing to KAS, sorry if that isn't clear. It's still done with config files, however, I have added KAS-compatibility to a lot of parts (of reasonable sizes). Take a look at my config files in github, and you can see there isn't a lot to it, just time-consuming if you want to add a lot of parts. Here's the directory in question.
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From Heinlein: "Grok means to understand so thoroughly that the observer becomes a part of the observedâ€â€to merge, blend, intermarry, lose identity in group experience. It means almost everything that we mean by religion, philosophy, and scienceâ€â€and it means as little to us (because of our Earthling assumptions) as color means to a blind man." http://en.wikipedia.org/wiki/Grok Or, the short definition "to get it"
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Free high-resolution aerospace reference photography
WarrenSchultz replied to WarrenSchultz's topic in KSP1 Mod Development
It is a gallery hosted by Flickr. This allows me better control of the images. (And ties nicely into Lightroom) -
Free high-resolution aerospace reference photography
WarrenSchultz replied to WarrenSchultz's topic in KSP1 Mod Development
Awesome. Glad people are enjoying them -
Free high-resolution aerospace reference photography
WarrenSchultz replied to WarrenSchultz's topic in KSP1 Mod Development
They were shot on a canon 6d, so yes -
Hello all! I wanted to give back to the community, so I have decided to release a number of images that I took at the Air and Space Museum's Udvar-Hazy Center under the Creative Commons 4.0 - Non-Commercial Attribution license. Hopefully these will come in handy for designers, coders, and artists alike. Happy holidays! -Warren
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A Mechanic Is Jeb, or "KAS For Almost Everything"
WarrenSchultz replied to GavinZac's topic in KSP1 Mod Development
I've actually got something like this going already: http://forum.kerbalspaceprogram.com/threads/99235-0-90-MonkeyWrench-0-1-5-For-when-subtlety-and-finesse-just-won-t-do I welcome contributions to the github repo. The main difference between this and A Mechanic Is Jeb is that I'm attempting to use more than just generic mass numbers across the board, and hand-tweaking things. Repository is here -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
WarrenSchultz replied to NathanKell's topic in KSP1 Mod Releases
Stock module, sorry. I shouldn't post when I'm half awake Also, I did confirm that it is the same behavior without TweakScale. -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
WarrenSchultz replied to NathanKell's topic in KSP1 Mod Releases
It's odd that the stock vernier works with those settings. Maybe because of the multi-port nature of the part is making it worse? -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
WarrenSchultz replied to NathanKell's topic in KSP1 Mod Releases
Seeing the same thing on the 3.3 build. Like I said, I may be doing something catastrophically stupid, so feel free to tell me if that's the case. Here's the part in question if you are willing to take a look. Changing the thrusterPower from 12 to 1 results in large, visible plumes.