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KSP2 Release Notes
Everything posted by Auranapse
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
@Ziw The most important thing I think should be consistency between editor and in flight. I'm willing to test it if you upload it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
@Ziw I used the UI to set it. https://www.dropbox.com/s/elublmqrozojgf5/A4RSR.craft?dl=0 Here is the current version, with the limits set to compensate for the bug(if it is a bug). The earlier version I strutted things wrongy to the washers, though fixing that it seems the same. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
@Ziw Yea, seems that the do remain inverted, what's interesting though, is when I limit to what I tested ingame, they get swapped. Here's a more detailed video https://vid.me/iUWe Originally wing rotation limits we -70 to 30 and -30 to 70. In the video it is now set to -130 to 30 and 30 to 130. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
Hmm while building and testing a aircraft I'm making, it seems that the rotational limits I've set are inverted when testing the plane compared to the editor. Could I get some help on why this is happening? How it should be (in editor): What it actually became: It seems the limits I've set are still there, but either rotated by the limited amount or inverted. Here is the craft file: https://www.dropbox.com/s/9vjo698aiaetp4r/A4RS.craft?dl=0 Tweakscale is needed(not used on IR parts though) -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
Is it possible to create motors that can be moved freely, but will move when power is applied, and you can also force it to lock. Basically like a car wheel. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Auranapse replied to sirkut's topic in KSP1 Mod Releases
It seems that the motors and free moving axles are not working in mirror symmetry(never tried radial symmetry yet) for me, they refuse to rotate at all. When I remove symmetry and place 1 by 1 manually, it then can move. I've tested in a couple of different builds and it refuses to work even though it is able to move in the editor. I can confirm that there is no obstruction. -
Surprisingly stable on my end, with lots of mods. Also got much better fps No crashes yet. This is awesome!
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Auranapse replied to pizzaoverhead's topic in KSP1 Mod Releases
Is it possible that before transitions between scenes that it waits for the music to finish first? And also is it possible to constantly loop without any gaps? I've been trying to replicate this: but the looping isn't smooth enough and when switching between scenes/situations/playlists it cuts of the music playing and immediately starts the next, which isn't really very nice.- 779 replies
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If I'm not wrong if you click and drag you can move it around
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[RELEASED] A.R.P mod ( Audio Replacement Project )
Auranapse replied to bullettMAGNETT's topic in KSP1 Mod Development
I'm currently editing the hot rockets config files to use the sounds from your mod, though it makes hot rockets a dependency. I've got no experience in modding ksp but somehow figured out and managed to get the sounds to work, though not all yet. It's just changing sound directory locations in some lines of code though. Edit: Got all the HotRockets affected rockets to use the sounds from this mod. I upload the files if anyone needs it. -
[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Auranapse replied to SpaceTiger's topic in KSP1 Mod Releases
Awesome! Also, a suggestion is that it works like how it does now, but it automatically checks the object if it recoverable, if it is, you recover it, if it isn't, terminate it, instead of having to choose between both(if there is a choice) since there are no downsides to recovering instead of terminating. Hopefully I'm making sense -
[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Auranapse replied to SpaceTiger's topic in KSP1 Mod Releases
This would be awesome -
[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Auranapse replied to SpaceTiger's topic in KSP1 Mod Releases
Whoa this is pretty useful! I wonder if it'll work properly with darkmultiplayer without desync issues, will try to test later. Edit: Yep it works fine on dmp -
Looks brilliant! Unfortunately for me it doesn't fly very well using Ferram Aerospace.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Auranapse replied to ferram4's topic in KSP1 Mod Releases
Yep, it definitely slows down XD. Then there should be no issues I guess. Might want to read more on how jet engines behave in RL.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Auranapse replied to ferram4's topic in KSP1 Mod Releases
I noticed when installing this that the engine no longer runs at full thrust even when I throttled 100%. But while still at the same altitude and I stall the plane and point it to something other than the prograde vector(and the plane drifts in the air sideways) the engine thrust increases, is this an intended effect? I find it weird since the air intakes will take in lesser air and the thrust should decrease.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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(and 1 more)
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