Jump to content

Bej Kerman

Members
  • Posts

    4,927
  • Joined

  • Last visited

Everything posted by Bej Kerman

  1. North and West are my preferred directions to go when reusing boosters - no precise barge and deadly water landings needed, just plain, slightly bumpy, land.
  2. Today I was experimenting, seeing if MJ could land on a barge (being slightly less than twice as far as the abandoned airstrip, on the equator). It landed about 1km away most of the time but if I was careful I could guide MJ closer to the barge. Hope to see the landing guidance become more useful for things like this. ^Ship I used intended as something to practise using FMRS^
  3. Maybe it's just me and my odd obsesion with trying to reuse boosters on planets that have atmospheres (Kerbin, I'm not falcon heavy to Duna and back level).
  4. I don't know coding, only a few lines which I can't remember. I just tried the manual after the other links wanting to see the other mechjeb model, and I can confirm it tried making me install a sketchy chrome extension. You probably think I'm talking about the in-game manual link which I never tested. I know what it's like when you're tired and can't think straight (Me on a school morning every day). Speaking of the landing, I want MJ to do something like https://youtu.be/Xoe6siQL7BA?t=5m58s and https://youtu.be/Xoe6siQL7BA?t=8m15s where it can do mid-landing burns to get closer to the target. I know the landing guidance was just probably made to land in the general vicinity of a landing spot but I'd love to see an improvement of the landing algorithms to do cool stuff like that.
  5. I really want to see an overhaul of the landing guidance, the one thing I see needs a bit of work. When I get Mechjeb to land on something (like a barge), it seems to just land wherever its horizontal speed reaches zero. I want a mode where MJ will not pass a certain threshold (How far I'll let it land away from the target) and if it does, it either does a hop or drifts towards the target and then lands. Also, instead of locking to retrograde, when it gets slow, don't make it follow retrograde leading to growing (and often deadly) oscillations, make it stay vertical to an extent. Also, none of the links at the bottom of your post work and the manual tried getting me to install what I can only assume to be a virus or bitcoin miner. I may also post this on GitHub in the case you don't take suggestions from the forum.
  6. Me: Yes, made a Falcon 9 replica in stock KSP! (except for the landing barge from https://forum.kerbalspaceprogram.com/index.php?/topic/71323-143-launchers-pack-spacex-pack-v53-released-april-18th/) Me, 5 seconds later after seeing this: BTW, good job on this, looks amazing! EDIT: Rocket: https://imgur.com/a/RPUOhfE
  7. You're welcome I'm the sort of person who isn't bothered installing mods that take more than a minute to put into GameData or require you to manually install dependencies, but I do appreciate your work. The CKAN submission guide also infers dupe mods will be taken down. I wonder if you could get into contact with the CKAN team and have the 3rd party sub replaced with yours. Please can you expand on that? Also you made my KSP crash! D:
  8. Please put this on CKAN! Looks awesome! EDIT: I mean make CKAN know this works for 1.4.5 so manual override is not needed.
  9. Back on track... Is it possible you'll add BARv6 to the CKAN index for easy, quick installation?
  10. Please make a 'pure' version... The props just seems overcrowded and unnecessary
  11. Wait, It's not on CKAN!? Oh, It looks so good, but I don't want a messy gamedata folder! Is it possible you'll add this to CKAN?
  12. Ah, ok. So... CKAN isn't going to update TimeControl (Because it's becoming kraken-infested)?
×
×
  • Create New...