dikkjo
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Everything posted by dikkjo
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I find the debug console not very usable so i use a little shareware called "baretail" to display the output.log on my other monitor. The advantage of baretail is that you can highlight text with different colors based on search strings, I highly recommend this to any log followers.
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Ma che gli accettate gli sguizzeri del sud? Grandioso!
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
dikkjo replied to Dani-Sang's topic in KSP1 Mod Releases
Well Dani, I assume you did not take this decision without shedding a lil tear, so I wanted to thank you directly for all the great work you did and for putting the community on top of your concerns. -
Keeping G-Forces low for re-entry?
dikkjo replied to Pingonaut's topic in KSP1 Gameplay Questions and Tutorials
Well it always depend where you were coming from, i.e if you are getting back from Jool you will probably go much faster than if you get back from the moon. anyway not getting your periapsis below 30'000 on reentry is a good starting point -
Hey i found a problem with the gimballed version of the engines, "gimbalRange" is misspelled in the part.cfg. This makes the game use the default value of 2.5 instead of 0.5. This explain all the complaints about the rocket going left or right or being uncontrollable, which i was experiencing too with mechjeb on.
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
dikkjo replied to Dani-Sang's topic in KSP1 Mod Releases
Oh don't worry, i love the fact that radiation seems to follow the real law it only means i need MOAR surface ! -
There is also the wikipedia article on the subject.
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Also too many ppl who are doing simple config edits, feels compelled to replace the "Authors" line with their own name, when all they did was changing the module line and adapting a few vars. This kind of attitude is highly community unfriendly and is totally against any nature of open-source kindness, which also means is not legal.
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I had the same problem...not sure what solved it, but here are a few things I did : 1) Moved the object to the origin In Unity ( Position [0,0,0]) 2) Applied material on the collision mesh (?) I can't remember if I did something else, im really not a 3d guy, just wanted to retexture the RCS tanks to test a plugin and it tooks me like 1 day
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Terminal Velocity on Eve... survivable?
dikkjo replied to Quasar's topic in KSP1 Gameplay Questions and Tutorials
Atmosphere density on Eve is much bigger than Kerbin, so rho change indeed and so do the drag. On the wiki you may find the exact values, if you want to correct your maths -
When it comes to Jool i suggest not going under 120'000m, my first attempt at 90'000 was pretty catastrophic, no quicksave there
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
dikkjo replied to Dani-Sang's topic in KSP1 Mod Releases
I hope you planned some VERY large ones, because in orbit around Jool, my solar panels efficiency was only around 3% -
oh i never came back either, i had the bright idea to use jool's atmosphere for aerobreaking my way to laythe...but i couldn't escape jool anymore, so i've lost the 3 kerbals and my sat which was supposed to map Laythe for kethane mining sites preparing future landings too bad my quicksave was still on the launchpad
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Since 0.17 is out, we can start planning the next generation interplanetary travels As I was refining my approach to Jool, i've got this hypothetical slingshot with an astonishing apoapsis at 262 Gigameters: [ATTACH=CONFIG]33433[/ATTACH] I did not try to get it further away, since that was not really my plan... Only 6 years and 197 days to get there.....I wonder how much is that IRL at max timewarp
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I think that may be caused by the extremely dense atmosphere which induces much more drag losses. I had a similar experience on Jool, my engines were not powerful enough to contrast the atmosphere, so instead of aerobreaking my way to Laythe i've got eaten by the giant.
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nope, end of lines are broken. probably a mac or linux user
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For me it failed when I have used the Sepatron booster placed in the same stage as the radial decouplers. The previous launch the autostaging was working, but my boosters took my liquid engines with them. So I've added the sepatrons on the boosters and autostaging failed. But did not test with the version of this morning.
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At a certain point i felt bored too, but I was forcing me into vanilla gameplay. As soon as i started using mods, i have got more ideas then time to actually do them in the game ;-) And i spend also a lot of time on wikipedia to refresh my memory on the physics aspects of this game. Anyway, if you allow yourself just 1 plugin, which would be MechJeb, it gives you so many infos that would allows you to : - perfect your ascent phase for a given rocket, how does your gravity turn affects the deltaV needed to get an orbit? - see how difference on design and staging influence your lifters performances - master your orbital manoeuvring skills - learn orbital rendez-vous by test n try with the help of smartAss's target and relative buttons - try to do the same without using mechjeb assistance That's what i did before installing plenty of other mods. And also if you started with the ORDA docking mod, i reckon it may be pretty difficult to make any sense of it, but it's still in its early phases so be patient. Maybe you can try other mods less hype but equally cool, integrating them one at a time. Also i feel you got frustrated by a plugin which add a new GUI, but simple Parts just gives you more choices in the VAB. Finally: even if persistence will break, experience is invaluable ! Happy (Re)Launching!
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Plugins without parts?
dikkjo replied to Rotten194's topic in KSP1 C# Plugin Development Help and Support
There are also PartModules anyway until 0.17, as Kreuzung said, the only entry point for plugins are parts.