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IronDuke

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Everything posted by IronDuke

  1. Oh wow, that's a clever method to model consumables. Thank you for the reply I shall be trying out this mod soon(tm). This is finals week so I am very much of a busy boy at the moment XD but being able to fully plan out a launch ahead of time, enter the parameters into kOS, and sit back and watch a perfectly executed, maximally efficient launch? *drools*
  2. :O this looks amazing! I have a couple mod-support questions Is this compatible with FAR, Realistic Rescale, kOS, and OPM? Also, I'm using Kerbalism for life support; is there a way to know how long supplies of food, water, oxygen, blah blah will last? (also things like radiation and energy) Nice job on this!
  3. I've noticed two slight other-mod compatibility issues. When using Ferram Aerospace Research, it is possible to rip parts off of your craft through aerodynamic stress. When that happens, this mod doesn't add the flame/smoke effects to parts that it should, i.e. fuel tanks that get torn off. I'd guess that your mod only adds the effects when a specific "part break" function is called and FAR likely uses its own. I've never seen the code for either mod but I imagine it's not too hard to chuck in that extra call. There are some specialized launch clamps in the Bluedog Design Bureau mod which pipe fuel into the vessel, primarily to counter hydrogen boiloff. However, when those launch clamps are detached, Destruction Effects thinks that it's a part break and adds smoke/flame to the rocket where the clamps were. XD It's very funny, but also makes it really hard to see when I'm trying to clear the pad, and it's also massively unrealistic. Possibly this could be taken care of by excluding launch clamps from the mod's part-check code? In other news though, I really love this mod! Just wanted to bring these issues to your attention. Take care!
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