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erkle64

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Everything posted by erkle64

  1. Nice work mpink, I'm going to take this as a sign that KSP is ready for me to add Wiremod to it.
  2. Feel free to check the source code of my [thread=20503]docking clamp[/thread].
  3. I'm one bug away from getting my docking solution fixed for 0.17, anybody know how to fix this? I've been able to get vessels to appear to be teleported from outside the loading range but its orbit remains where it was. I've tried dozens of ideas to update the orbit, mostly in vessel.orbit and vessel.orbitDriver, but it always gets snapped back.
  4. I've released my docking mod here, most of the mentioned issues have been fixed, I'm off to bed now. http://kerbalspaceprogram.com/forum/showthread.php/20503-0-16-Erkle-Mods-Warp-Capable-Docking-Clamp
  5. I'm working on the issue with losing the clamping, after switching focus, at this very moment.
  6. The source code is included as per the plugin release rules.
  7. Thanks heaps for the feedback. I'll be ironing out a couple issues and adding a few features today, then I'll post it in the addon release section. This isn't the docking mod from the OP, I just got impatient and made one myself last night.
  8. It repeatedly moves both ships into position when in warp mode but it uses a fixed physical joint in real time mode. I'll be looking into pack/unpack and save/load in the morning, New Zealand time, that should allow switching away from the area.
  9. It looks like a decoupler and is in the same category but is called Warp Clamp, I'll be making a model at some point, I've only spent a few hours on it so far.
  10. I'm making a docking mod for this very purpose.
  11. Does this count? http://www.boxtin.co.nz/downloads/ErkleWarpClamp.zip
  12. Still not released? Feel free to use my one in the mean time, it's nowhere near as good, but it does handle warp. http://www.boxtin.co.nz/downloads/ErkleWarpClamp.zip
  13. I don't know if it's exposed in the modding API but in general physics engine can change an object's position and velocity without applying any force.
  14. Sorry if it's been said already, there's a mod for spot lights, using the downward ones makes even night landings easy. And like people have been saying, your first landing should feel amazing.
  15. Haha, nice, I was about to post the same suggestion. Best song of all time, ever since I played BF: Vietnam. Flame, flame, flamer, flame, flaaaaame!
  16. They don't need to match velocity or splat on the ship, just create a ladder net and grab on at exactly the right moment. F5 and F9 may help though. EDIT: It helps to turn the camera to line up his head with the ladder, then use the EVA pack to cancel lateral movement.
  17. I love how this thread is full of both monstrously huge and ingeniusly small solutions to the same problem. Kinda like seeing a Gee Bee amongst B52s.
  18. Much smaller and it'll be mistaken for a period after the name.
  19. I assume it refers to 'MohoroviÄÂić discontinuity', how's that less badass than burnt wood? Besides, in Total Annihilation, the Moho Mine is the better version of the Metal Extractor.
  20. I got Jeb to let go, pitched the ship and grabbed a ladder on the other side. I then did the same but with roll to move him to the correct ladder. I was meaning to add RCS but I launched a test flight and got distracted.
  21. Here's my attempt, it took 12 game hours to sync up the orbit. Holy... it's 12:22am, must've been a good challenge.
  22. 4 of those parachutes are actually nose cones, which actually seem to add drag.
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