DrBackjack
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Everything posted by DrBackjack
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
DrBackjack replied to Pak's topic in KSP1 Mod Releases
That's such a good Idea. A little annoying having to constantly pitch in circles when a MJ maneuver gets to sub 1 m/s. And having the thrust vector aligned with the CoM means it's not aligned with the nose vector, the vector MJ actually uses for pointing.- 2,351 replies
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
DrBackjack replied to UbioZur's topic in KSP1 Mod Releases
Hope to see this updated soon. I used to use it back in .22 and I simply don't know what to do without it. -
Hey Laz, I havn't played in a long time but I was excited to play lately because of the Dragon v2 unveiling. Anyways, if I remember correctly last time I played the SuperDraco nacelle's could be attached radially to the capsule but it could also be attached to "nodes" because attaching them radially would cause "phantom torque." It can be visualized by using RCS Build Aid and when the engines are firing the capsules will start spinning. But the latest version doesn't have nodes on the Dragon v1 or v2 so the engines can only be attached radially. Is there a technique that I don't know about to attaching engines radially? Would you consider adding nodes to the radially mounted engines and v1 and v2 capsules?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DrBackjack replied to stupid_chris's topic in KSP1 Mod Releases
Just wondering, is there a guide to making a mod's parachute use the realchute system? -
International construction ISS in Kerbal orbit.
DrBackjack replied to BobCat's topic in KSP1 Mod Development
Once you deploy the scientific module thing on the JEM, your FPS should go back up. -
I keep checking here every few hours to see if you've released it yet, I can't wait.
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I quite like 4, with the nice small wrinkles. I think the smaller wrinkles are more realistic on such a huge object because you know, the MLI will be glued down or whatever as much as possible. I'd say 3 is a close second.
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Oh my gosh that looks awesome. Love the hab connector! Great use of the Fustek parts.
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
DrBackjack replied to UbioZur's topic in KSP1 Mod Releases
That's because you're trying to use a dll compiled for 0.22 in 0.23. With that said, it's working fine for me with RCSBuildAid with the dll Locu posted. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
DrBackjack replied to UbioZur's topic in KSP1 Mod Releases
Sorry for the late reply, but the way I do it is to radially attach the welded part to the actual part i want to snap it to. Then with the select root mod, make the welded part the root then you can click and drag the nonwelded part and snap it into place into the welded part. Works about 99% of the time. -
BobCat Ind. - Colonization, exploring and research vehicle
DrBackjack replied to BobCat's topic in KSP1 Mod Development
Bobcat, this new HOME looks great! -
That Copernicus is looking great Starwaster
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International construction ISS in Kerbal orbit.
DrBackjack replied to BobCat's topic in KSP1 Mod Development
Don't know if this mod is dead but hope not because I really love this mod. Anyways, there is a problem with Bobcat's S3.P3 Solar panel truss that causes very low fps. When extending the solar panels as soon as the panels are just a few feet out, it starts to spam the debug log with errors which reduces my fps quite a bit. Hope this is fixed because of how much I love the mod. [ERR 05:00:36.296] ConvexMesh::loadConvexHull: convex hull init failed! and [ERR 05:04:29.635] Ignore collision failed. Both colliders need to be activated when calling this IgnoreCollision Though the 2nd error isn't spammed as much as the first, which is spammed constantly. Tried to figure out what was causing the second error and I think it's from when the panel truss is rotating during extending the panels.