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Spacecraft Engineer
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[1.3] Proximity audio alarm (landing aid)
OperationDx replied to Biff Space's topic in KSP1 Mod Releases
Awesome thank you. I'll be watching for it. -
Thanks everyone.
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Does anyone know of a mod that has a ground proximity warning system? The Mod I found is outdated but I really like the concept found here. No offence to the mod developer of GPWS which is updated to 1.3. I like the other one better. I just looking for all the options for this type of mod updated to the latest version of KSP. Thanks for your help.
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[1.3] Proximity audio alarm (landing aid)
OperationDx replied to Biff Space's topic in KSP1 Mod Releases
Any chance for an update to 1.3? I like this idea better then GPWS. -
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
OperationDx replied to UbioZur's topic in KSP1 Mod Releases
I'm testing some other functions. I'll make a more detailed report of my issue if I can't get it working. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
OperationDx replied to UbioZur's topic in KSP1 Mod Releases
I must be doing something wrong. I am using this mod for the first time. Read about what part don't like to be welded and spent a few hours rebuilding some of my craft welding parts that should not be a problem to weld. With the default settings my craft just break apart. I assume I'm doing something wrong. -
I am trying to do this exact same thing. I was able to apply KSP interstellar's warp drive code and another part. I tried to apply the Jump drive code to the same part and was able to get the charge and target selection but it won't jump. I was considering poking around the DLL file for clues. But this is a little beyond my skill. I really want to make this work and I'll probably waste a ton of time trying. Would be great to get the creators imput on this one.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
OperationDx replied to sirkut's topic in KSP1 Mod Releases
After about 20 quick save and loads this seems to be working. If you right click on the part it says engage lock. When the parts are locked they don't move after a save and load. If they are unlocked and you load the parts will drift. So I'll just have to remember to make an action group with all IR parts and lock them when I'm done. They do seem to still drift slightly but not a ton after many loads. Manageable for what I'm doing. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
OperationDx replied to sirkut's topic in KSP1 Mod Releases
It would see I have resolved my problem. If I lock all the parts before I save the game they won't drift or sag. I can now continue working on my craft. I'm so happy this worked. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
OperationDx replied to sirkut's topic in KSP1 Mod Releases
Ah I see. That's a shame. Going to have to rethink some designs. Or scrap some planed craft entirely. I assume this is less of a problem in orbit. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
OperationDx replied to sirkut's topic in KSP1 Mod Releases
So I did some more testing and built a ship using stock parts that would flex under weight. Then I did the quick save load thing. I noticed that every time I loaded the craft it would start in it's original starting position and then flex down but never did parts move out of position. So it seems that IR's Parts are not following the same rules and reload in a slightly different position causing them to drift.