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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Because it only does a little of what I need, and doesn't do anything with horizontal velocity.
  2. This was for the Kurrikane, which I released. My original idea was to have the original probe, and then, as more science researched, to add more capabilities to the probe itself. This had a problem in that the right-click menu got too big when all the science was there. I went a different route and created 4 new science parts, using @roverdude's model of the science package for his Sounding Rockets mod (with permission). Then I added attach nodes in appropriate spots on the Kurrikane, so now those parts become available rather than having to play around with code and adding modules on the fly.
  3. Never saw this before. Then again, I always put a return after links
  4. My understanding is that it should. Re. the starting with it set to zero, I'll have to do some investigation, not sure about that
  5. No confusion. I've gotten requests for 1.2.9, so I mention this all the time now
  6. Thanks. But, sorry to say, I'm not doing anything with 1.2.9, waiting for 1.3 to drop
  7. Actually isn't that simple. More goes on underneath the hood than you realize. But, once I get some issues solved with my current development, I should be able to look at this.
  8. Gaaah. Not just astronomy class. A tomato IS a fruit
  9. Do you think you can do a PR for @pap1723 ? If not could you send a fixed file to me and I will.
  10. I'll think about it. May not be too difficult, somewhat similar to what I'm doing here Would you expect it to point to the target, or just do the burn?
  11. Oh, that explains it. My career game is still at a very low level Interesting idea, let me think about it. Thanks
  12. No, this is not included. I'll be updating the ckan info to make this a recommended mod for KW
  13. And you can now display all of that using the Loading Screen Manager
  14. And, in a few days, I'll be releasing BOMPs revived, an old mod with an update and some new features. Also, I'm working on a Suicide Burn mod, to be used by BOMPs and this for probe landing on bodies without need for parachutes
  15. So far, in my testing, I've had a huge horizontal component (ie: flying almost parallel to the surface) and it lands ok. I'm having an issue right now with the final moments of the landing, but think I know how to fix. ======================== Question for people: Would you like the ability to flip control over to MechJeb for the final landing? The flip would be automatic (assuming the option is specified) What current behaviour? If you don't have Mechjeb&Ker for all, you still need to add parts ======================== One more question for you all: Right now I'm just using the right-click popup for the UI, but it's getting rather crowded. So, i have two ideas: Button on right-click to open UI window, removing all other UI fields for this from the right-click and put it all into a window Toolbar button to open UI window for current vessel I'm also open to any other ideas.
  16. I think he may want a combination of being able to see where a landing will be from a specific point in the orbit.
  17. @Kobymaru I just did a PR for you, the change was done to expose the end time value in the API
  18. Are you going to be maintain and releasing this? or would you like me to add it back into SXT? Pinging @Aerospacer
  19. I have no intention of supporting Kerbalism anytime in the future. If someone were to post a PR, I'd consider it Sorry, but Kerbalism changes too much IMHO
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