Jump to content

EmbersArc

Members
  • Posts

    290
  • Joined

  • Last visited

Everything posted by EmbersArc

  1. Unfortunately there won't be much spare time in the coming weeks but I'll try to work on those two things. As you might assume I'm not using tweakscale and that's why the legs come in different sizes. However there might be a way of implementing it without making the different sized legs redundant by just allowing the legs to be scaled in a limited range. I'll also try to add suspension to the heat shield landing legs. And don't hesitate to post those pictures, it's always great to see how the parts are used.
  2. Update 2.3 Added legs based on the New Shepard rocket in two sizes Fixed texture of SuperDracoRCS part Download
  3. Alright I got bored... Interesting how Blue Origin just doesn't bother adding feet to their legs. It just looks wrong somehow... I've also noticed that in the latest update the SuperDracoRCS part has the wrong texture. Sorry about that, will be fixed in the next version.
  4. Definitely not a bad idea. I've tried that when I didn't know how to set up landing legs and then just decided that it's not worth it. I'm still concerned that that would just make the lander bounce because of the short suspension distance. I'll give it another shot eventually.
  5. Update 2.2 Added new thruster based on F9 cold gas thrusters Scaled down some textures that had unnecessarily high resolution Fixed a patch that was interfering with control surfaces Slight texture changes I've been busy working on a kOS script that lands stages. So this patch involves a not especially exciting but quite helpful change: I originally wanted to make the cold gas thrusters use monopropellant but it turned out that to make them powerful enough they would need way too much fuel or be too efficient. So now it's basically a "Vernor" engine with more directions.
  6. I will never forgive you. They should be compatible after you make one small but very important change to the config: Change the Category from "Ground" to "Utility" and it should work fine.
  7. It's because of the drag cube node: Cube A is for the deployed and cube B for the retracted position. The first cube A is commented out. That's the "realistic drag" but it's increased to make them act as airbrakes as well.
  8. Is there anything Ven didn't think of? Unfortunately I don't want to spend all my time fixing landing legs. Although here's a description of how the legs in my mod are set up. For Ven's it should be almost the same. If you need help just send me a message.
  9. The rotation is consistent with the stock landing gear isn't it? I've checked and it seems to be. I've changed something that might have been the problem. It has always worked for me though. Does that happen on new vessels or just the old ones? Download
  10. @Kerbas_ad_astra and @divinity_chimera thanks for the feedback. I've fixed the rotation, scaling and the animation problem. It should also work a bit better overall. Could you quickly check and confirm that I'm not straight up lying? Right here.
  11. @divinity_chimera Just changing the config didn't work. I've now imported the .mu in Blender, redid the whole setup and animation, exported it through Unity and adjusted the config. So far only for the LT-2: Sometimes the feet glitch through the ground and the lander starts oscillating. Apart from that it works fine. I'll try to fix that and tackle the LT-1 and LT-05 later.
  12. Okay that sounds quite serious, thanks for reporting that. I think I know why it did that and changed it from this to this Maybe you can try whether that fixes it. Will be changed in the next update which should be out soon.
  13. I'm not too familiar with RO but that should not be a problem. So that would make them NTO/MMH engines right? And the tank as well I guess, or can you change that anyways? Looks good to me, an exact Skylon is quite hard to do at least in the stock game. Very little lift but dense propellant. RO is most likely quite a bit harder.
  14. It doesn't work in a fresh install either. We were bug hunting via Skype because somehow it works fine on his PC which makes it hard to troubleshoot. On mine and some other people's PCs the problem has to do with loading saves in certain cases. Switching back to the first stage soon after separation crashes the game. After getting the second stage to orbit, switching back works fine so I assume it has to do with the distance to the separated stage. Reverting to launch also crashes the game.
  15. That's not what I wanted to imply at all, sorry if it sounded like that. I understand that you have enough work updating close to thirty (?) mods and aikixd is quite busy as well. He said that he wanted to move on from that mod anyway and try to make a better alternative which I'm looking forward to very much. As far as I know yes but I've also tried it with a completely fresh install and aikixd and I were unable to find the problem.
  16. Unfortunately "active development" is an overstatement. The dev hasn't been active in a long time. @aikixd has made it compatible with 1.2 but it tends to crash a lot for some people (including myself).
  17. @Captain Planet, @Rodger thanks for noticing that. It seems that the FAR config is applied even when FAR isn't installed. Will be fixed in the next version.
  18. You might want to put a warnig somewhere until there's a patch from sarbian. It's quite a serious bug that makes it extremely risk to load any landed vessel.
  19. Yes that should be next. I'm not sure yet whether they should use monopropellant or LF/OX. Probably monopropellant though.
  20. I guess your basic misconception is that propulsive landing in KSP makes financial sense. It doesn't. In reality you do it to keep that corrosive salt water from touching your spacecraft and also to avoid landing out in the desert somewhere. The Crew Dragon will have parachutes for emergencies as well. KSP doesn't care about the water and you can land close to the space center even with parachutes. It's really for style and to give an additional challenge. If that's not your thing then you can just use parachutes instead.
  21. Not even sure, I don't know the old model too well. But I'd guess not because it has become way more complex. Do we have a raw model or just a .mu?
  22. No worries. It's certainly possible to save fuel in many different ways. It really depends on the sloppiness of the launch and how quickly you want to get there. The 1/2 to 1/3 estimate is probably for an inefficient launch and rendezvous. Just wanted to say that it can be done even with plenty of room for error, just as long as you're not trying to get to the moon and back with it.
  23. Dude no. For circularisation, orbital maneuvers and deorbiting. I do that. And that. It is, but FAR gives way more control. Yep. Suicide burn only if really necessary.
  24. @aikixd and I have tried every configuration we could think of. Somehow it works for him though..
×
×
  • Create New...