Sir_Fanch
Members-
Posts
44 -
Joined
-
Last visited
Reputation
14 GoodProfile Information
-
Location
Melbourne, Australia
Recent Profile Visitors
1,486 profile views
-
@Ravenchant any chance you still have any interest in the RO/RP-0 patching? Took a hiatus from KSP and this was the first thing I thought of when I got back . If not I'll give it a crack myself and try and get a polished patch working, just thought I'd ask first as your work is basically guaranteed to be better than mine . Keep up the great work guys!
-
Lol . Fantastic mod, Keep up the tremendous work .
-
I would suggest both RealChute and StageRecovery, AFAIK they are both currently working, but I haven't loaded up my KSP in a couple of weeks. RealChute will give you modifiable parachutes and far more options of deployment, and StageRecovery will tell you roughly the touchdown speed of a stage if the parachutes are deployed correctly (NOTE: If you're burning your parachutes up it is most likely you are deploying them too early, when the air density is too little for them too work, but high enough that friction with the air molecules causes the re-entry burning). Hope I've been able to help Edit: Also maybe for future reference I would hazard a guess that this isn't the perfect place for your question, this section is for Add-on Releases, you may want to try Add-on Discussion or the reddit page instead Edit2: Should also be noted that StageRecovery has other functionality to it that you may want to fully read before trying it out. (auto recovering stages, etc)
-
[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Sir_Fanch replied to MockingBird's topic in KSP1 Mod Releases
New stuff looks absolutely magnificent, can't wait to try them out, keep up the outstanding work!! -
[1.1.2] Real Solar System Expanded (0.14.0)
Sir_Fanch replied to ImkSushi's topic in KSP1 Mod Releases
@Guswut Awesome stuff man, really appreciate your work . Downloading now. -
[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Sir_Fanch replied to MockingBird's topic in KSP1 Mod Releases
Love the new descent engines, they look amazing :). -
[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Sir_Fanch replied to MockingBird's topic in KSP1 Mod Releases
Awesome! I'm excited, I love little engines haha. If you're not aware of it already (I'm assuming you are but just in case) Astronautix is a great site for looking up engine info . -
[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Sir_Fanch replied to MockingBird's topic in KSP1 Mod Releases
I figured there would be something like this, awesome! . There you go @MockingBird, shouldn't be too hard, let me know if you need someone to help do some research and get some values, I'm not the most savvy coder, but I'll help however I can . -
[1.1.2] Real Solar System Expanded (0.14.0)
Sir_Fanch replied to ImkSushi's topic in KSP1 Mod Releases
I'm afraid I'm not familiar enough with the KBO's or minor moons to make that kind of call, although the only one that jumped out at me was, as you mentioned, pluto's satellites immediately looked strange, but 2 months ago I wasn't aware Pluto had satellites, or that it was a binary system, so there's that . I'm just excited to have all the stuff in the right place finally so that I can use it, although someone mentioned earlier in the thread that some of the satellites in this mod had SOI's smaller than the planet they were associated, so were basically useless (as you couldn't orbit or land on them), so that might be something that needs addressing also, although I have no idea how to check that, short of trying to orbit all of the bodies. Anyway, great work on the patches mate, thoroughly appreciate it -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Sir_Fanch replied to Whitecat106's topic in KSP1 Mod Releases
Hope I could help -
I second this, I've had some slight problems with it (certain test payloads not lasting quite as long as they did in real life, such as vanguard-1 which was more due to the way it maps surface area IIRC) but on the whole my test payloads have decayed at pretty close to the real life decay date, Whitecat has done fantastic work .
-
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Sir_Fanch replied to Whitecat106's topic in KSP1 Mod Releases
1.1.3 added an option to stock KSP to 'freeze' orbits (to stop the orbit wobble bug), it's activated by default and needs to be de-activated for Orbital Decay to work AFAIK. I'm not 100% on the name or location of the option but it's in the options of the main menu. Sorry if this doesn't help, both of those sound like problems with that though just from a quick glance and I thought there might be a small chance you could fix your games quickly .