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BloodyRain2k
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KSP2 Release Notes
Everything posted by BloodyRain2k
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BloodyRain2k replied to TriggerAu's topic in KSP1 Mod Releases
For all the impatient ones, here's my version for 0.21, I just grabbed the source and compiled it against 0.21: https://dl.dropboxusercontent.com/u/59546146/KerbalAlarmClock.dll -
It works fine for me, even though Git now adds subfolders to the zips which makes it only neccessary to unpack the zip into KSP\GameData and then rename the ORDA-master folder to just ORDA, but that's only cosmetical. So I don't know what it is but that problem seems to be on your end, just remove the ORDA folder you have under GameData, and unpack the ORDA-master.zip again into GameData, then you should have an GameData\ORDA-master folder which should work.
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Do you happen to have small scanners and be on a 250km orbit? Cause then you're on the edge of it's range and it's going by true altitude, so the water parts will be too deep and you'll not end up scanning them. I noticed that last night when I did the same and forgot about the range change (it was 300km for a longer time for me).
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You could try to launch them seperated yourself by editing the node MJ creates to be an orbit later, the next two orbits later etc and then just do course corrections. Might waste a bit of fuel but it shouldn't be that bad. That's a bug I haven't seen in a while, try getting the dev build from here, that should fix that.
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Released 1.0.8.1: I added a save button so you can change the defaults easier. Also if your craft has problems getting it's deviation lower when approaching you can try raising the Kp_Acc higher. And here's a pic of the new feature, now idea if that beam really helps figuring out over longer distance which port you're aiming for but I hope it does.
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I'm trying to get ORDA's better way of wiggling the controls into MechJeb since it could need that and now starts to support docking anyways, namely I told r4m0n he could rip that out if he want XD If you're talking about quaternions about me you might aswell talk japanese to me <.< all witchery and voodoo to me...
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That's a bug I haven't seen anymore in a while. I kept having that a lot a while ago but not anymore. Might be cause I'm more or less constantly using the lastest stuff from the Repo and mess with it myself too ^^; You could try a newer release from here, that should contain the fix for that problem, whatever it was.
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I made a plugin for cases like that that adds modules to parts based on simple criteria, eg "CommandPod" or "CrewCapacity>0", you could try that for adding MJ to all commandpods. https://github.com/BloodyRain2k/ModuleAttacher/raw/master/bin/Debug/ModuleAttacher.dll Just put that under "KSP\GameData" and run the game once, it'll create it's config then under "KSP\GameData\PluginData\ModuleAttacher" where you just add "MechJebCore:CommandPod" to the end of the file. You can ignore the two "demo" lines, if it can't find what it should add nothing happens. That's mostlikely a problem with the Translatrons KillHS being derpy sometimes, I already gave them a fix for it that makes it in most cases more reliable. You could try out my Stageable Actions plugin for that, it'd allow you to let it stage (or fire an action group) at a set altitude. https://github.com/BloodyRain2k/StageableActions/archive/master.zip There was also a mod that did the same as far as I could tell but without the need for a part (I just did it cause it was simpler, at that time) so if you can find it on SpacePort try that too and see if it's better.
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I think he's trying to point out that the "match velocities at CA" normally does stop you 50-100m AFTER you passed said CA, which combined with it's deadly accuracy for CA finetuning can result in a pin point interception? It's not that hard to keep that in mind and abort the finetuning when it reached 100m seperation so the velocity match doesn't intercept right through, still it'd be nice if it wouldn't do that by default : / You don't even get the CA distance field for rendevous targets O.o
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HexCans Standardized Resource Canisters, .20 Ready
BloodyRain2k replied to Greys's topic in KSP1 Mod Development
I really like the hexagonal shape and the only thing I'd slightly complain about is that the top and bottom remind me of drill heads rather than canisters, but that's maybe just me : / -
Rubber Band Inc: Caterpillar tracks.
BloodyRain2k replied to electronicfox's topic in KSP1 Mod Development
That's what modding is for, showing the devs that they might be wrong about what's possible ^^ Now we might get some stock threads too later -
You shouldn't carry Kethane into orbit, mine it and turn it into fuel, then haul that over, even with the large converter it's weight isn't worth it as it has roughly the same weight of what you're making from it (or worse in case of monoprop and xenon). My Miner only has 2 drills, a large converter and 4 radial Kethane tanks so it minimizes the junk and can carry a good amount of fuel with it. I could give it 4 drills and maybe I should try it but it's just a bit faster at the expense of some more weight it has to carry up so I hadn't yet. I mainly went for this so I'd have the good efficiency when converting but have everything in one ship. I also had the idea of making a small detachable mining part so only the fueltank goes back to orbit, now that I kinda get my hover control for MJ working I could try that again.