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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Well, it's 4 engines here, and then at least one in KWRocketry which I noticed this morning (maybe more). It could be a useful little mod to help adapt old parts
  2. Probably not, i'd have to look at the code. But it makes sense in a weird sort of way
  3. can you remove a transform from an object and then add it to another object?
  4. Hmmm. Could I add a transform in code to the same location as the bad one? If so, then maybe I can do that and have it pointing in the correct direction
  5. Do you think it can be done in Blender? importing and then exporting?
  6. I don't know, I'll have to look at it in Blender :-( Is it possible in code to change the orientation of a transform?
  7. Can you explain it to me? I thought that the ModuleGimbal simply took the specified transform and change it according to what was needed. Apparently there is something else going on as well
  8. Mission update: All vessels have been successfully test flown into 300km orbit. The mission will consist of two vessels, the first will be the main stage and tanks, it will be launched only partially fueld. The second vessel will carry extra fuel and the crew compartments, heat shield, etc. I'm using the Nuclear Lightbulb from the old mod Atomic Age which I'm working on reviving, Stream this Sunday, and I hope to put together a video of the rescue (beyond just a recording). 1st launch will be the main stage and tanks. It does not have any RCS, but it does have reaction wheels. It will get into orbit and be oriented in a normal angle. Nose cone will be jettisoned to expose the 3.75m docking port 2nd stage will launch and rendezvous. 2nd stage has lots of Monoprop and verniers, so it will be very maneuverable. Crew stage will separate, and the KAL9000 will do the docking and fuel transfer, and then undock. Jeb will then dock the crew modules and the vessel will be ready to go. Escape Kerbin SIO, and end up following Kerbin. Then we wait until Burberry is close to kerbin. Jeb may go in the freezer for some of the wait Burn retrograde until the orbits have been reversed, then aim for an orbital intercept with Burberry. Get Burberry on board, both go in the freezer until close to Kerbin again. Depending on how far we are, we may do the reverse burn immediately, all depends on how far from Kerbin we are. Get back to Kerbin and land. Celebrate! Give away a copy of KSP Hopefully this can all be done in a 3-4 hour stream.
  9. If I have to, I will, but I'd really want the visual to work. Thanks
  10. Yup. Some of those other parts are unnecessary, are just there to look "cool"
  11. My first SSTO, gets to orbit with about 300 dV remaining, and when back in atmo, has about 5-10 minutes of engine power
  12. I'm working on some engine configs, and found that the gimbaling only works in one direction. Code here: MODULE { gimbalResponseSpeed = 3 // SAS really hates this, fasten your seatbelt this ship is gonna get FUNKEY useGimbalResponseSpeed = true name = ModuleGimbal gimbalTransformName = Reactor gimbalRange = 7 // Added the following to see if it would help, it did not enableYaw = true enablePitch = true enableRoll = true } Not sure what else to look at any ideas? I'm seeing this in multiple engines. The models are old, not sure if that would be a factor. My understanding was that the ModuleGimbal simply finds the transform and moves it in the appropriate direction.
  13. And it's still a thing, unfortunately. I might just have to disable gimbling if I can't get it figured out.
  14. that's my mistake, I accidently included two extra files. New release, 0.1.7: Removed extra files in the InflatoFlat directory
  15. In general, the larger tanks gained more volume, the smaller tanks lost.
  16. Hello all, I'm happy to announce that the kerbals have been very busy refining these parts, and are finally able to let people try them: Note that while the parts are the same, volumes and weights of the tanks have changed, which may affect existing craft files.
  17. I am happy to announce that the rebalancing of KW Rocketry has reached the stage where I feel comfortable releasing it as a beta here: https://github.com/linuxgurugamer/KWRocketryRedux/releases/download/3.2.0/KWRocketryRebalanced-3.2.0.zip License and source as in the original, and included in the download as well. Github repo is the same, just in the Rebalanced branch The changes are to all the masses of the tanks, the volumes of the tanks, and the removal of the two branches of engines. Instant response is now included, if you want to use the graduated response, please install the PatchManager (available here: http://forum.kerbalspaceprogram.com/index.php?/topic/163072-13-patchmanager/) and install the included patch Note that while the parts are the same, volumes and weights of the tanks have changed, which may affect existing craft files.
  18. So, I've started doing some updates. I've added back the old battery as an alternative, with the same specs as the current one, mainly because it looked nice. Unfortunately, since the size of the part changed, I can't do a texture swap. Not much time today, but I'll be continuing this over the next few days. I'm including this in a mod revival pack I'm putting together, which will consist of a number of old parts mods which the license allows me to adopt. In order to keep things sane, each mod I revive will be in a subfolder inside the main revival folder. This will make it easier to track licenses and set things up so that you can only install specific parts of the mod Regarding the engine being OP, I've seen some other comments about it: So, I'll definitely be reducing the thrust and increasing the fuel rate on it
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