Weatherman159
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Everything posted by Weatherman159
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I assume this would only take a config edit, but I'm not entirely sure what values would make a parachute deploy while already touching the ground. Anyone who has dealt with parachutes, do you have any input on this matter?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
Hmm. I thought flaps where supposed to make a plane easier to control at lower speeds, making landing easier (and shorter). All mine seem to do is make the aircraft stall sooner and pitch it forward a lot. What am I doing wrong?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
This is indeed the cause. I can't figure out why Ferram converted over to module manager (maybe it's easier to create one big config instead of editing some 15 different files), but hopefully he'll release a fix.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
Erm..just noticed that v 0.9.5 has removed all control surface management...they don't register or something...possible bug? Edit: Oh hell, it's the incompatibility of ModuleManager with the B9 pack. Ferram, could you possibly create a version that doesn't use MM? Or should I just edit the config files myself?- 14,073 replies
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Couldn't the 'forward' direction somehow be determined from the track itself? Maybe as an option? What I'm trying to do here is this: The drive units are set on DR Rotatrons. It's working with limited success now, I can drive it at a slant of about 45° to either side, if I turn them more, the power cuts out. Ultimately, what I'd like to do is turn the forward sets left, the aft sets right, press the key for forward, and the whole thing should rotate on the spot. It was supposed to be a workaround for the tracks fighting each other when turning normally, but, well... didn't work out so well.
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[WIP Plugin] Extraplanetary Space Centers!
Weatherman159 replied to skykooler's topic in KSP1 Mod Development
I'd say replace the two lines under asset parameters with these. Try that out and see what it does. -
What I got from that is that there's a version of DR somewhere called infernal robotics which works in 0.20. Google does nothing for me, so could you please point me to somewhere where I can get it?
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Is that a concealed "0.20 compatible version will soon be released" announcement?
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Yeah, the treads do seem to stop working after being undocked (in some cases). My heavy Kethane mining rig uses four sets of two Mark Four tracks as drive units. These could potentially be decoupled and driven separately, but they don't respond to any kind of controls when decoupled. Edit: Added an image to demonstrate.
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Yeah, that's a pretty good description. I mean, I used to use most of the DR parts, but this one I felt was missing the most from the original pack.
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What I really need is an unpowered versionof the rotatron.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Weatherman159 replied to BlackNecro's topic in KSP1 Mod Releases
Well, it's still sort off broken. Granted, the ctrl+rightclick changes it to vertical layout, but: if I leave the VAB and go back in, the tags are vertical, but the config button is back to its' original location, and the vertical layout isn't persistent between game sessions. Don't get me wrong, I love the mod, but if you could fix these issues, it would be even more awesome. -
[WIP Plugin] Extraplanetary Space Centers!
Weatherman159 replied to skykooler's topic in KSP1 Mod Development
Hmm. I just messed around with loading stuff, going to space center and loading stuff again and it seems to have fixed itself. -
[WIP Plugin] Extraplanetary Space Centers!
Weatherman159 replied to skykooler's topic in KSP1 Mod Development
With you on this one. Only get a starry sky. -
[0.22] Extraplanetary Launchpads Legacy Thread
Weatherman159 replied to skykooler's topic in KSP1 Mod Releases
Yeah, well, some awesome guy (evilC possibly) updated it to 0.20. So now we can have both.