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Electr0ninja
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Everything posted by Electr0ninja
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Electr0ninja replied to cybutek's topic in KSP1 Mod Releases
Nvm I am updating my build to see if there is an issue, it is one of the earlier 1.2pre builds I will report back if the issue persists. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Electr0ninja replied to cybutek's topic in KSP1 Mod Releases
Question for the kerbal engineer devs, I have noticed that with 1.1.3 your get time to ascending node function seems to use a function that doesn't exist in 1.2, if I may ask how did you work around the problem? I tried solving it with math, but without much success. I thought I had the equations figured out, but my attempt must have been flawed, I was trying to solve it using the True anomaly, mean anomaly, eccentricity, and orbital period. Any tips would be most welcome. -
Updated the model to fix a minor graphics glitch. Re-download to fix the problem, if it is an issue 9/25/16: Updated and added a new part. the Modular Girder Adapter. (allows surface attachment). (Still looking for a texture artists)
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@njmksr What is the mod about? Would it be something we could pair together, or do you want it separate?
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Ty for the tip. Just checked and it should be good to go, if you wanna test it.
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Ok it seems to be working, but who would have thought they would use a ratio based system for allocating angles. I will update the download shortly.
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I will double check the config api, Turns out I was mistaken.
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Not a mod bug. Edit: Totally fixed, my bad I misunderstood the config.
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1.2.2 Compatible(If you find a bug please report it here) Low Expectations Inc is a part pack with all the parts you never knew you wanted. This is my first mod/pack so any feedback is welcome. Feel free to work on this mod either with me or on your lonesome, currently I am looking for someone who can do stock-a-like textures. Part suggestions are welcome. This Mod is licensed under CC BY-NC 4.0 , License is included within the download. Download: http://spacedock.info/mod/957/Low Expectations Inc Screenshots: Parts Left to Right: 45 degree adapter(1.25meter) , Resource Jettison Module, Engineer Assist Inline Module, Modular Girder Adapter(0.625meter), Radial Engineer Assist Module, Ablative Nose Cone(may need work), Mk2 Radial Fuel Tank. Source Code: https://github.com/McClainJ/Low_Expectations Changelog:
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Mod-Request:(Closed. Moved to releases)
Electr0ninja replied to Electr0ninja's topic in KSP1 Mods Discussions
Closed. Moved to releases -
Mod-Request:(Closed. Moved to releases)
Electr0ninja replied to Electr0ninja's topic in KSP1 Mods Discussions
Closed. Moved to releases. -
Mod-Request:(Closed. Moved to releases)
Electr0ninja replied to Electr0ninja's topic in KSP1 Mods Discussions
Closed. Moved to releases. -
Closed. Moved to releases.
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Additional Progression Contracts 1.3 7/23/16
Electr0ninja replied to tjsnh's topic in KSP1 Mod Releases
dude your spacedock forum link is like 3 levels of messed up, this is what it shows, http://www.spacedock.info/mod/857/forum.kerbalspaceprogram.com/forum.kerbalspaceprogram.com/forum.kerbalspaceprogram.com/index.php?/topic/144401-additional-progression-contracts-10-72316/ when it should be http://forum.kerbalspaceprogram.com/index.php?/topic/144401-additional-progression-contracts-10-72316/ cool idea though- 22 replies
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- contract configurator
- career
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(and 1 more)
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Electr0ninja replied to nightingale's topic in KSP1 Mod Releases
I can run another test if you like to see if it triggers once more if you want. But I am sure you will figure something out. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Electr0ninja replied to nightingale's topic in KSP1 Mod Releases
I found a bug, when you land on the mun manned, for the manned mission without making orbit around the mun, you then are unable to do the unmanned mission, which claims you did in fact orbit the mun. Even though you didn't. It is kind of disappointing since the income is completely lost as well as the reputation. I didn't even do a real flyby, I approached the mun on a suborbital trajectory. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
you could have the tanks start full, thus making the cost accurate, and put a drycost in the item description, but mabye that is too jury rigged. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
@Deimos Rast so when you load up an LB15 what is the cost shown? in the VAB Is the tank showing as prefilled on the LB15? If not there may be a CRP version issue or a ESLD version issue. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
you can manually install from spacedock or github in the meantime, I assume. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
Seems to be working wonderfully, thank you for the fix. I will begin a transport test as soon as the receiving beacon is at duna. edit: works great I got from kerbin to duna wormhole style, granted I had an escape velocity of 13,000m/s time to make some upgrades to my beacon. edit: AMU test works perfectly also you made the spacedock feature board. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
awesome, well I am gonna go for a bit, but really if you want a co-Maintainer for the project, I am available. Be back in an hour or 2. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
once I get the notification too far from object in the action menu it ceases to spam the shutdown and initialization routines. and no longer consumes electric charge I will slowly lower my orbit to see what happens. edit: once below once I got below 1,650,000ish it begins to spam once more, I will now try to initialize the beacon. edit: moved orbit to 2,060,000 and beacon will activate and function. it will no longer spam. it displays lowest altitude 2057km Ok I think I found the cause of all the spam, "public override void OnFixedUpdate()". it keeps running "BeaconShutdown();" in each conditional regardless of whether or not it was run before in that iteration. But that may not be the reason for the insane electrical drain. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
I cannot get it high enough without running out of electric charge, but I will make a more powerful rocket and try again. what is the kerbin gravity threshold? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
the only other currently active mod is kerbal joint reninforcement, and I can test without it, if you prefer, well and scansat. But it is very unlikely scansat is causing the issue. I am gonna regenerate all my module manager configs and give it another go. ( well that wasnt the issue) I have removed all mods but ESDL, giving it another go.( No effect, this is not a mod conflict) -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Electr0ninja replied to Booots's topic in KSP1 Mod Development
LB-15 ok I have a screenshot and the logs open it almost has to be in here, https://github.com/DBooots/ESLDBeacons/blob/master/Source/ESLDBeacon.cs screenshot: http://imgur.com/XKVIAY7 this line seems funny, but I cannot be sure without a build setup on my end. if (bool.TryParse(node.GetValue("activated"), out tempbool)) activated = tempbool;