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JPRockets

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Everything posted by JPRockets

  1. Doesn't appear to work with v1.0, which is not unexpected...
  2. Should work or else something else is going on. Rolling won't change the offset in the coordinate system of your capsule, but it should change the offset relative to the world if that makes sense.
  3. Capsules in RL purposely have an offset CG so that the capsule flies with an angle of attack greater than zero. Due to body lift, a capsule can steer aerodynamically. If you roll the capsule, you can steer right, left, more shallow, or more steep.
  4. Hey, great mod!! I just tried it out and really enjoyed it. Can I make a suggestion? An interesting gameplay element would be to reduce the stored volume of truss structures (i.e. Modular Girder Segment and similar). Those structures are mostly empty space, and can be very compact if disassembled into beams and joints. For realism, we can claim that the kerbal assembles the components when they are removed from the container. This allows you to build large truss structures in orbit by delivering truss components in compact form. And it still maintains realism, IMHO. I know I can edit the configs myself, but I think a lot of people might be interested in the idea. Thanks again! EDIT: Real life example of in-space assembly of trusses from the shuttle program http://en.wikipedia.org/wiki/EASE/ACCESS
  5. Awesome! I was thinking of doing this myself. I play 6.4x and it was fun for missions to Duna, but missions to Jool were getting ridiculous. Ridiculous can be fun, but I don't have the time for that level of difficulty anymore. Let me know if/when the SOI issues are fixed. If I start playing this I could put some work into EVE configs
  6. Works really well, though I may have found a bug. Every time I launch a new ship or switch to a different vessel, I get another mapresourceoverlay icon. So, now that I've built 5 rockets I have 5 identical mapresourceoverlay icons. I'm using the stock toolbar and not blizzys.
  7. Solved my own issue. The "beachballs" don't appear but using the MapResourceOverlay mod allows you to find Karbonite.
  8. Well I have to say I'm having a lot of fun with this mod. In stock KSP I've landed everywhere, and now I'm surprised how hard it is to land a few kerbals on the Mun! I have the Karbonite Mod installed and I just found out that there are no Karbonite hotspots on the Mun. Hopefully sometime this weekend I can figure out why, and I'll send any fix I find to you guys.
  9. Thanks! Are there recommended deadly re-entry settings / config files for 64k?
  10. Hi Nathan, it looks like your latest DLL fixed the SOI issue. I still have trouble with clouds so I turned them off untill I can fix them later.
  11. Well now I'm having more series issues. If I burn prograde, I escape kerbins orbit before intersecting that of minmus: http://i.imgur.com/UF8lX6O.png I'm going to make a fresh install and start over.
  12. Hi all! I'm a long time player but this is my first post. Just the idea of the mod is getting me back into KSP again. So, great job! I love the work that the modding community does. So far, everything is working great except for the clouds. They are fine in the tracking station , but here's what it looked like from orbit: http://imgur.com/WqmVpux I reinstalled astronomers pack at a lower resolution, and applied your configs, and got similar results. Is anyone seeing the same thing?
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