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Causeless

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Everything posted by Causeless

  1. Everyone knows the the earth is the center of the universe. KSP has got it wrong! Fix this immediately and but the sun in orbit around Kerbin! *sarcasm
  2. Don\'t double post. Edit your last post - editing bumps on this forum.
  3. That is astoundingly simple. I\'m gonna have fun. I\'m not so sure if you can create new planets though, but I\'m not ruling that out, after I see this!
  4. I\'m not insulting you; I\'m really excited for the plugin. It looks very cool. The point I\'m trying to make is that the system you are using is far from the scope that I\'d imagine Squad would use, and thus when re-entry heat is officially added, almost no help or advice could be gathered from this. You shouldn\'t be so quick to take offence.
  5. Could you post the plugin + source here? I\'d love to learn from it.
  6. How? How did you manage this with a part module loader? You must have had to do some weird voodoo shit. But... wow. That plugin would be very cool. Could you upload it? Also, what happens when you change to a ship without the part? Does the mun go back to where it usually is?
  7. But Nova\'s code will be so different that Squad will run into completely different problems. I\'d imagine they will want effects on every part, and that means instead of having one effect that works for one part, they need to create a system that works for everything. Also, that\'s not to mention that Nova has said most of his code has been done with a pretty large amount of help, so most of the stuff Nova has run into, others will already know about.
  8. To be honest, I\'m not so sure. Nova\'s reentry heat seems rather limited as it seems to just be the rocket effect behind the capsule and a model that changes colour underneath.This means it only really works with the capsule with a heat shield attached and nothing more.
  9. Yeah, that\'s a good point. It should change according to what you have the indicator set to.
  10. You could just click the retrograde button, that would kill all lateral velocity for you. I myself am avoiding this plugin mostly until I can modify the activation button.
  11. Well, you could ask the guy who made mechjeb - he\'s managed to get some similar stuff.
  12. To make the landing automated, just make the ship point retrograde (with some sort of check to stop the ship pointing too far below the horizon). Also, you should just map the activation key to something defined in the part.cfg.
  13. Actually, ASAS controls the pod too, so you pretty much get the power of one SAS with an ASAS.
  14. They should start upwards so they fit in a shroud. Add another non-retractable pair of legs to keep rockets stable on the pad.
  15. pics of the full debris field: It looks worse than it is: This morning, found the result: Ran for 2 hours, then, tragedy struck, but the wrong kind! Foiled again! If I have time, I\'ll probably design a special 'shrapnel' decoupler. My experience is that if you rename a stack decoupler as a radial decoupler, it will fire sideways in the z-axis when it decouples. Combine this with high breaking strength, extremely low mass, and a reasonably high decoupler force, and we\'d probably get a nastier shotgun spread. That should allow more orbital shrapnel coverage, whereas now it\'s really just several discrete 'danger orbits' that are chockablock with debris. Of course, if I wanted to I could probably match one of those danger orbits, but that\'s not really the point, is it. It has to look like an accident. Mwa ha ha. Edit: Hmm. Do you think persistent.sfs files are transferable? or mergable? There are easily transferable, and editable (as long as you use notepad or notepad++, nothing that adds useless info). You can easily upload the persistence.sfs to the attachments, and you can load it by putting it in saves/default. To merge them, you can do this by hand (just copy each vessel over, and preferably also crew), or there is this: https://github.com/ToxicFrog/kspmerge.
  16. Everyone, if you want some default values for SMA, look at the post I did a bit back: http://kerbalspaceprogram.com/forum/index.php?topic=7737.msg113432#msg113432
  17. No new physics engine was implemented. On 0.14x1 (we are on x2 right now) he changed the timestep, I think. It\'s fixed on x2.
  18. That\'s pretty awesome. I tried editing it to place one of my ships in munar orbit, but must\'ve done something wrong as I couldn\'t launch ships and everything was gone in the tracking station, so I had to replace the save file with my backup. Is anyone up for creating some preset scripts so we could copy those values directly into our ships without figuring it all out ourselves? EDIT: I fixed my problem. use Notepad++, people! Have some orbital values! Here\'s a perfectly circular 100km orbit of Kerbin: SMA = 700000 ECC = 0 INC = 180 LPE = 340.518331561772 LAN = 81.2190688665883 MNA = 2.11222363842244 EPH = 39.9399991072715 REF = 1 OBJ = 0 This is a 700m orbit of the mun: SMA = 200700 ECC = 0 INC = 180 LPE = 340.518331561772 LAN = 81.2190688665883 MNA = 2.11222363842244 EPH = 39.9399991072715 REF = 2 OBJ = 0 And a 10,000m orbit of the mun: SMA = 210000 ECC = 0 INC = 180 LPE = 340.518331561772 LAN = 81.2190688665883 MNA = 2.11222363842244 EPH = 39.9399991072715 REF = 2 OBJ = 0 And heres a orbit of Kerbol, at the height of Kerbin: SMA = 13600000000 ECC = 0 INC = 180 LPE = 340.518331561772 LAN = 81.2190688665883 MNA = 2.11222363842244 EPH = 39.9399991072715 REF = 2 OBJ = 0
  19. Yes, theoretically. I have the knowledge of how to code to an extent, and 'theoretically' I have the knowledge to do the same, but trust me, things change A LOT in practice. EDIT: Sorry about the double post, I meant for this to edit my last post but must\'ve accidentally done something wrong.
  20. Hmm. I\'m thinking that after 0.14 comes out, we\'ll be able to create a part which can take us to orbit without needing this hacky solution.
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