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Redacted
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Everything posted by Redacted
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[1.12.x] PWB Fuel Balancer Restored & Resource Jettisoning
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Here i put the Balancer to good use. -
[1.12.x] PWB Fuel Balancer Restored & Resource Jettisoning
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it possible to set which fuel type / tanks being used for balancing or is this more of a general one size fits all? -
I have noticed that when rotating then stopping it at some random point, the angle is an uneven number. (not a complete step increment) Thus when restaring the rotation its no longer able to stop at even, descreet increments. Would it be possible to have either a return to origin button or better yet a way to type in the figures manually to correct for the disparity? Keep in mind that DR is working as advertised, just that minor issue can make re-centering harder.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Your prior posts stated otherwise but whatever, wait and see I guess -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Fine, continue to dodge the issue... I have to ask, If your not going to provide support or address the error then why bother with this mod at all? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ 1) The Harpoons did initially stick but came off without any external force being applied. More to the point they self-detached at a rather high velocity considering that the cable was slack. 2) The expected cable behavior as you call it makes them all but unusable. Besides I didnt ask you to kill the physics just provide dampening so it does swing wildly forever. 3) Theres no reason not to fix the Harpoon logic as it will only save you time having to respond to those reporting the error. Keep in mind that the Harpoons are a major selling point of why people find KAS interesting. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Here you go: https://youtu.be/7fzpDxWvbJY (May take a few minutes to upload and process) Notice that both the Harpoons disconnect all on their own and that they refuse to re-connect with the winch. It's almost as if the mechanics behind the Harpoon / Wench rely on this being used on a body with gravity. If so then this makes them all but unusable anywhere but high gravity environments such as Kerbin. Even then, they still can misbehave, making their use undependable in the best of situations. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
Well the legs can be dampened and offer setting to do so. The harpoons on the other hand are awesome, if they work. -
[1.12.x] Near Future Technologies (September 6)
Redacted replied to Nertea's topic in KSP1 Mod Releases
Downloaded -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Redacted replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ Would it be possible to dampen the Winch’s cable as its being retracted? Currently the Harpoons I’ve used (legacy) spin / flail wildly when pulled back in. (Its as if physics is being overdone) Be aware that this can often detach both the harpoon & winch if left in this state unattended. To correct it i need to send a Kerbal out to grab and rebuild the them before performing other actions. Which to be honnest, sucks... I’ve lost track of the number of times I’ve grappled to an asteroid, fired both for extra stabilization and had one or both fail / flail. Side note: I have yet to try the non-legacy harpoons as i can’t find them using the VAB filtering. -Redacted -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Redacted replied to TriggerAu's topic in KSP1 Mod Releases
Tried the avalible DL today, while the menus worked fine the pathing seamed off. -
[1.12.x] Filter Extensions (No localization)
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Can this mod be used to filter by TWR and ISP? -
Question, Is there a method or mod to filter the avalible VAB parts by TWR / ISP? Thanks in advance. Redacted
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Redacted replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsanity Any chance of a Linear Aerospike as a stand alone engine? (without the MK2 form) Edit... Taking a look at the T1 Toroidal vs the MK2 Linear Aerospike (TLA-200), the performance accounting for the difference in weight is within 1-2 % of each other. While the Linear Aerospike clearly has a much larger surface area (2-3 times) yet only showing a 78% gain in thrust. Furthermore, both motors have the exact same ISP (ASL 290 / Vac 340) when ideally the Toroidal should be slightly more efficient than the Linear. Currently it makes more sense to use a pair of T1’s instead of a single TLA-200. Would it be possible to increse thrust while reducing ISP for the Linear MK2? (360-400 thrust with 320-330 ISP)- 1,520 replies
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[1.12.x] Near Future Technologies (September 6)
Redacted replied to Nertea's topic in KSP1 Mod Releases
I've tested a Patch file for the Blanket PV arrays that had the volume calculation issues. Works like a charm! Redacted -
[1.9.x] OSE Workshop Reworked - KIS Addon
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Their video doesn't suggest such. -
[1.9.x] OSE Workshop Reworked - KIS Addon
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Still from the video i just saw, it looks like it has a long way to go. (very unstable) -
[1.9.x] OSE Workshop Reworked - KIS Addon
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry there was nothing i read that showed the project had been carried over. -
[1.9.x] OSE Workshop Reworked - KIS Addon
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes i realize as i created mods, meshes and scripts for SC / FA... Took a look at EPL, seems as if its not been updated in quite a long while. -
[1.9.x] OSE Workshop Reworked - KIS Addon
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
Would it be possible to build an object using “build-beams” that trace the objects mesh outline. This way the object would slowly materialize as the scaning beams cross over each part of the mesh. Something like this was done with Surpreme command and Forged Aliance: https://en.m.wikipedia.org/wiki/Supreme_Commander_(video_game) The basic idea being that the 3D printer unfolds and thus can be used to create objects larger than itself. Hence the objects are built extrenally and held in place by magnetic fields.The Cybran and UEF factions had the best example of this...