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FlexGunship

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Posts posted by FlexGunship

  1. Agreed, but an orange tank plus engine is abit excessive when you have to put 14-16 chutes on it, it would be perfectly fine with maybe 8. Maybe the the author could come up with a formulae that makes sure the speed of descent is under 6ms or there abouts, such that engines will survive the impact with the ground
    I don't think that's a good idea personally. The mod should try to stay as close as possible to what would happen if the debris didn't auto delete at 2.5k. There's no way you could land something even modestly large with only three chutes if you did it yourself, and I think that's what the mod is trying to simulate.

    So, I agree that it should come as close to realism as possible, but the recovery values are already ridiculously high. Furthermore, A mainsail, orange tank, and another 2x2.5m tank only took me four parachutes to get 88% value recovered. What chutes are you putting on these?

    And lastly, I put the chutes inside the decoupler for the stage. Just a pro-tip there... you won't have to see them.

  2. ========== OUTPUTING STACK TRACE ==================

    (0x0000000103DF0000) ((module-name not available)): (filename not available): (function-name not available) + 0x0

    (0x000000006D37FA8C) (Mono JIT code): (filename not available): Keramzit.PayloadScan:addPayload (UnityEngine.Collider) + 0x46c (000000006D37F620 000000006D37FE07) [00000000023A4D48 - Unity Root Domain] + 0x0

    (0x000000006D37F019) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:scanPayload () + 0x379 (000000006D37ECA0 000000006D37F0E2) [00000000023A4D48 - Unity Root Domain] + 0x0

    (0x000000006D37C1C5) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:recalcShape () + 0xe5 (000000006D37C0E0 000000006D37EC14) [00000000023A4D48 - Unity Root Domain] + 0x0

    (0x000000006D37C076) (Mono JIT code): (filename not available): Keramzit.ProceduralFairingBase:Update () + 0xa6 (000000006D37BFD0 000000006D37C0A4) [00000000023A4D48 - Unity Root Domain] + 0x0

    (0x00000000042372DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000004237270 000000000423734A) [00000000023A4D48 - Unity Root Domain] + 0x0

    (0x000007FEDDE536CA) (mono): (filename not available): mono_set_defaults + 0x2b8e

    (0x000000000B1C6FA8) ((module-name not available)): (filename not available): (function-name not available) + 0x0

    (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0

    (0x00000000023A4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

    ========== END OF STACKTRACE ===========

    I got this in the output_log after updating RealCutes this morning (was working with it before).

  3. it fixed it but now hohmann transfer won't work...i'm around tylo, wanna get to vall...now nothing is working saying "it needs to be in same sphere of influence."

    It's been a while since I've used MechJeb, but I think that's the correct message. If you're orbiting Tylo, then it would be correct to say that Vall is not the same sphere of influence. Think about it. How would a Hohmann transfer get you from one moon to another? You'd have to leave the sphere of influence of Tylo, enter Jool's, then leave Jool's and enter Vall's. That's not a Hohmann transfer.

    Leave Tylo's influence (i.e. enter orbit around Jool) and then try a Hohmann transfer to the same orbit as Vall.

    I tried out build 198 but everytime when it goes into timewarp for executing a maneuver node it snaps out of timewarp and the ship is unable to move. And after a few seconds the ship blows up.

    [carefully uninstalls build 198]

  4. I've confirmed that this add-on works with the KSP 0.23.5 ARM update.

    However, I would like to recommend not using the SDHI SMS with the stock/NASA Kerbodyne Launch Escape System - pad abort tests showed that the Kerbodyne LES does not lift the command pod high enough, and while the parachutes do deploy the landing is very rough (albeit survivable). First stage aborts with the Kerbodyne LES are fine.

    I'll add this to the FAQ tomorrow morning.

    That's great news. This is a must-have mod for me. Right up there with Ferram Aerospace.

    Maybe ask whoever is maintaining the KSPX pack (stupid_chris?) if you can include a copy of that LES in your pack. That's the one I've always used and it hasn't been changed with the release of ARM.

  5. Gah! Check steamdb!!!

    Change to public repository!!!!!!!

    2 minutes agoChanged Depots

    220201/manifests/public: 3620846789892868422 › 6014730364487332298

    220202/manifests/public: 6487460773391791506 › 4046949272036316146

    220203/manifests/public: 4150606788864486626 › 2749349864723414952

    branches/public/buildid: 159708 › 225089

    NEW ANIMATION ON HOME PAGE!!!

    EDIT: THIS IS IT!!! It's happening for REAL!!

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