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Doctor Lag

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Everything posted by Doctor Lag

  1. Summary: These parts are essentially stock parts that help you greatly with a few of the less-engaging parts of the game without affecting most of the gameplay. Update : The smart decouplers seem to be having some trouble with 15.1. I have no idea why since this was just a bug fix release (plus some really shiny engine flames) but I\'m hoping to have time to look into it this weekend. For now please don\'t rely on the \'smart\' Lazy parts working with 15.1. These all work great with 0.15, no need to update. These parts are ones that I built based heavily on the example code from http://kspwiki.nexisonline.net/wiki/Module_code_examples#Automatically_activating_the_next_stage. All parts use stock stats, skins and textures. The \'auto\' decouplers (both stack and radial) detect when the engines attached to them have run out of fuel and automatically advance to the next stage. This takes the randomness out of exactly when stage separation occurs so it might be handy for the ultra-efficiency experts around here, or for the folks like myself who like to build and then just watch the launch with a beer in hand. 8) The \'smart\' radial decouplers go the extra step of not caring what stage they\'re in. They\'ll individually decouple no matter where they are in your staging. So, you can use the auto decouplers between stages and smart radials in a big smashup of a stage toward the top of your rocket; this is as close as these get to being cheat parts. The \'auto\' ASAS module will reset your time zoom to 1x when you enter a different sphere of influence. So when you\'re flying to mun or Kurbol (or back from), you can leave your time at 1000x without worry that you\'ll miss the orbit window. Binaries and source attached. If you prefer a non-forum link use the SkyDrive download below. Enjoy! https://skydrive.live.com/embed?cid=2BF8C1176BA43039&resid=2BF8C1176BA43039%21133&authkey=AJ_vJ0HpVLDTIQQ After installing the parts, try the attached \'Nailbiter\' ship (forum attach only so I assume you have to be logged in) to see the auto-staging parts in action. Enable the SAS, throttle up to max and hit spacebar one time. The decoupler will kick in eventually and then it comes within ~300 meters or so of crashing. After that it\'ll get to a decent altitude (~26k) and then poor staging will destroy the craft. Note that use of \'smart\' decouplers would make this flyable. It\'s left as an exercise for the reader.
  2. I\'ve noticed this too... rockets that work OK when I go from VAB to launchpad may fall apart if I relaunch. It seems like \'relaunch\' drops the rocket a half meter or so while VAB->launchpad doesn\'t (at least that\'s what the animation looks like to me).
  3. Now I can\'t find the thread where I read this, but some people are finding that turning up your terrain detail may work around this. Once I kicked mine up to 100% I was able to land without falling into the center.
  4. No there\'s no way to stop fuel flow... as sal mentioned any part with fuel crossfeed enabled will transfer fuel. If you didn\'t want the fuel going to the center tank, why did you add the fuel lines? I\'m missing something there.
  5. This solution is not valid since the best it can do right now is snap to the vertical middle of the part you\'re attaching to, thus limiting your attachment points to 3 per part (I assume this is why it\'s disabled by default)... So unfortunately this is actually worse than the \'just do it carefully noob\' post just before this one...
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