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Everything posted by EmbersArc
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Yes it tends to do that. For me it only happens when switching vessels soon after separation. Flying a first stage back after the second stage has reached orbit or switching back to separation after crash landing the first stage usually works. If for some reason it loads a wrong save (for example when you switch to an entirely different vessel) then that might delete your contracts. So beware.
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[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Thanks to @Enorats I just learned a thing or two about my own mod . I normally use it to get to a 100km orbit and circularising after decoupling the second stage which reenters the atmosphere. Mostly RCS fuel is used for orbital adjustments and getting to the station. The Dracos are then used for deorbit which leaves about 1/2 to 2/3 of the fuel for a landing. You're right that the margins are somewhat tight but I found it to work quite well. The high TWR gives the ability to do the suicide burn very late and minimise gravity losses. KER gives you a readout when to start your burn. That's about all it's meant to do. Get to a station with a trunk and some cargo/crew and then come back for a cool landing. I remember the Crew Dragon having about 400 m/s of deltaV. So in the game you have 50% more than in reality. Can you explain how you use the Dragon? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
EmbersArc replied to Ven's topic in KSP1 Mod Development
Landing legs can be quite a pain - let me know if I can help setting them up. -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Which is the logical conclusion I get it, but all fine here. Call off my funeral though. -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Also, does anyone else have this bug: After reloading and deploying the legs their rotation is off by 90°. It also happens with the stock legs and has been around for quite a while. It surprisingly doesn't seem to be in the bug tracker though so I'll report it later. -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
<< different name, different picture, same guy Update 2.1 Added landing legs based on the SpaceX ITS concept (large and very large variants) Adjusted textures of New Glenn and Falcon Legs Updated heat shield config and model Added a bit of drag to grid fins in stowed position and to SuperDracos -
The Name Change Thread (WARNING! ONE TIME ONLY!)
EmbersArc replied to Souper's topic in Kerbal Network
I'd like to change my name to "EmbersArc". Thanks! -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
I've spent some more time on the textures to (hopefully) make them more stockalike: The oscillation problem with the ITS legs is fixed. Apparently the attachment node was too high up. I mean obviously it had to be something like that.. I've observed that on those legs too, but it's not that strong. Did you test it in 1.2? I really don't know about that one. The focus should be on reusability and that might be a bit too far away from that. The IDA port on the station is actually quite different from the one on the Dragon. It's not even that different from the stock docking port in my opinion. Version 2.1 will be out soon. One question before that though: The medium sized ITS legs are currently a bit bigger than the small Falcon legs. Would you also like to see a smaller version or a larger one? Or maybe both? -
For the record I found the problem. The attachment node on the legs was too high up. Of course.
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Hey everyone, I was just making some new landing legs and... ... Somehow certain landers start oscillating. On this one it only happens when the upper tank is empty and the center of mass is low.Changing the damping or spring ratio on the legs doesn't change anything. It's not the SAS. My guess is that it happens when the CoM is underneath the vector of the reaction force from the legs. The only difference of those legs to the stock LT-2 is the deployment angle. Suspension distance, spring and damping ratio are the same. With the LT-2 it's fine no matter where the CoM is. Has anyone seen this before? Could it just be a problem with the stock game that only shows up in some edge cases? Config:
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Same results without all the mods. 1. Yes, that was from the KSP.log file. Just noticed I should probably send you the output_log.txt. Also activated the additional debug messages. 2. Tested with stock KerbalX. Same result. 3. Tried reloading directly after launch with the FMRS "Revert to launch". Log: Also tried switching back to the first stage just after stage separation. Same result. Huge log: 4. The revert buttons are available in the KSP menu until the vessel is changed (in the situations where that doesn't lead to a crash). Just to be clear about the mod installation: Your .dll is supposed to replace the one in the FMRS for 1.1 folder right?
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@aikixd Works quite well so far. Had some completely successful flights and some where FMRS failed. I'll try to recreate those later. The game crashed on one of the flights. After bringing the second stage to orbit, I switched back to the first stage and accidentally crashed the first stage into the second stage . After hitting "Jump back to separation" the game crashed. Log: Also I should probably fix the drag cube on my grid fins, they seem to spam the log... EDIT: It has nothing to do with the crash. It might happen when the second stage is still in physics range though. EDIT2: Can confirm it only happens in physics range. EDIT3: Reverting to launch crashes the game as well
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[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Texturing on the legs is done: Last chance to make suggestions for improvements! One problem has come up though: Somehow certain landers start oscillating. On this one it only happens when the upper tank is empty and the center of mass is low. Changing the damping or spring ratio on the legs doesn't change anything. It's not the SAS. My guess is that it happens when the CoM is underneath the vector of the reaction force from the legs. The only difference of those legs to the stock LT-2 is the deployment angle. With the LT-2 it's fine no matter where the CoM is Does anyone have an idea how to avoid that? I'm at a loss.. -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Update 2.0.4 Fixed offset behavior of Falcon legs Increased strength of Falcon legs to allow for heavier lander designs like this one: Sorry to everyone who flew across half the solar system to have their legs explode on landing -
[Old Thread] KRE - Kerbal Reusability Expansion
EmbersArc replied to EmbersArc's topic in KSP1 Mod Releases
Hey Bryan, it's meant to be surface attached because it gives more flexibility and doesn't block the node. -
[Help] landing gear resources?
EmbersArc replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Some resources that might help: If you feel like you're stuck somewhere feel free to message me and I'll try to help. I haven't done wheels yet but they have much in common with landing legs. -
Need help with the old KSP Landing Legs
EmbersArc replied to blspblackdeath's topic in KSP1 Mod Development
Some resources that might help: Good luck