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Good_Apollo

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    Spacecraft Engineer
  1. I thought it was 'good enough' but now you've gone the extra mile...you're up there with the best of them.
  2. You can't actually place the solar panels in their 'envisioned' design spot because the decoupler between the SM and CM doesn't have a collider. I have no idea why they are getting ripped off when you stage though, make sure nothing is colliding with them. As for the Ares I launch profile, the ascertained turn height seems to be 25KM though your mileage may vary. I'd probably say the lowest would be 15KM. There's a post in this thread somewhere that gave some different figures on the SRB cfg values for a more realistic and tumble-free flight profile but I'm too lazy to search through the thread for you. It makes the launches for the Ares I and Ares V look spectacular though and far closer to real life.
  3. Wow, again astounding work. The details...the form...the function, all great. Hilariously violent decoupling for the orbiter though, lol.
  4. What? With .21 around the corner, no modder would waste his time pushing something out.
  5. You could just test it yourself...simply add higher gimbal range to the cgf of the SRBs. The problem is just that Mechjeb can't deal with the uneven thrust...flying manually isn't too much of an issue.
  6. What difference does it make? They are blocked together and separate as 2 blocks as it does now. The only difference is some time after separation the 2 blocks separate into the 4 boosters. Who cares about that? They're just going to crash into the ocean and probably disappear off the rendered objects area anyway at that point. As BobCat mentioned, I'd much rather him take a look at refining the Buran itself. It's almost perfect...just the buggy airlock and flight model...not to mention the Ares I and V..The Soyuz-U/TMA/Progress M are still his models of absolute perfection. Hopefully every one of the launch systems he's made will emulate that eventually. What are your system specs and list any and all other addons you have. You can't blame a mod for these problems or we'd all be having that same issue.
  7. I agree...why do we need the Ariane 1-3? I know next to nothing about this rocket family though, especially to their importance and potential functionality. Whatever Yogui decides to do...it's his time.
  8. Mechjeb has always caused that slight stutter, noticeable when you hear the sound and effect for engines cut out a frame or so every often. It's nothing severe though so I dunno what the cause is for some people that have really bad FPS issues. Sure it's Mechjeb itself?
  9. The woes of getting into a game you really like when it's still in development.
  10. I'm curious as to how this mod will be affected by the crew system update in .21. I have a feeling it's either going to be made obsolete (a good thing when a mods functions are taken over by the vanilla game) or it's going to be broken in a bad way.... You could...just edit him back in. Reset/turn off permadeath. 'Permanent' if you don't know your way around KSP's cfgs/settings files ect.
  11. ^Yup, launches are smooth as butter now and about 10x more realistic. Now I'm dreading the .21 update and how it's going to potentially change things once again. God I really hate/love updates. I want new features but I swear every time I just get everything perfect with all the mods I want and with them all in sync and working correctly, here comes a big update that's going to break it all again.
  12. There's pros and cons. I just love the new translation control. Either way, 90% of people's issues are that they seem to be having a hard time understanding how to correctly install and maintain mods in the .20 setup.
  13. It is mechjeb but it is also for operating certain functions (those servo controls) because it was fused with an older plugin long ago. DR also works. Either way it was a plugin issue.
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