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Everything posted by erbmur
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Been playing with this a bit more, just a heads up, procedural fairings appear normally, however procedural wings do not appear on the screen. Not a major biggy, just thought you might want to know. Thought of something else, maybe in the future, if it's possible to get the G's that parts are experiencing, perhaps we could see the stresses that are being exerted on the craft?
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mind-reader!!!!
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Been testing it out, love it! I would have one suggestion though, perhaps the ability to resize the window? Flying around in IVA and it does appear to take up a rather large portion of screen real-estate. Unless there is a way of resizing the window and I'm just blind to it? But let me say it again, love what you've done with it, and makes flying space shuttles in IVA so much fun!
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I get the same issue as well.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
I think I may have found a bug? I was hoping somebody else could confirm it as well? When in space, and pod runs out of power, temperature reading reads something like "nan", which is correct, but during re-entry, even though the capsule blazes through the atmosphere, not a single unit of ablative shielding is removed. It's almost as if the lack of power causes the mod to shut down? EDIT: Nevermind, just restarted the game and it seems to have fixed itself. Probably a loading issue of some kind.- 5,919 replies
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Modular Fuel System Continued v3.3 (OBSOLETE)
erbmur replied to NathanKell's topic in KSP1 Mod Releases
Thanks for the heads up! -
Modular Fuel System Continued v3.3 (OBSOLETE)
erbmur replied to NathanKell's topic in KSP1 Mod Releases
I've deleted and re-installed the mod but I still seem to be having an issue. The B9 "T2 Solid Rocket Separation Booster" and "T2 Solid Rocket Separation Retro-Booster" seem to be having solid fuel capacity of 433 units? Anybody else getting numbers like this or is it just me? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
I am so sorry! I found the issue was summy my fault, when activating the debug menu, the first part, alt+d causes the yaw control to be locked slightly to the right, causing the spinning to occur. Not an issue, but maybe change the keybindings to overcome this?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
Found the issue. Get into space with the shuttle imaged previously, seperate so its just the pod, then activate the debug menu, random spinning insues. The debug menu isn't something I'll be constantly using, but maybe something to look into?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
The re-upload appears to have worked. But I do get an odd issue. Once in space, SAS on, just a pod, zero mossion. As soon as I turn off SAS the pod just starts spinning faster and faster.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
Just redownloaded and it looks like dropbox was updated about 10 minutes ago, so a newer version. installed again, now it seems to work. Didn't change any of the settings and it seems ok. Glad to see that this mod is still alive and kicking and has even more right-click numbers to confuse me! Could you just explain what the differences are between the shockwave and temperature values and the acceleration and cumulative G values and how the cumulative G is calculated as it just appears to show 0 throughout flight?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
@NathanKell Yup, just deleted the DR folder and pretended to be a new user, copied it across, didn't change any of the settings, and that is the result I get. @nullreference Just leave him in space for a few hours without a razor...or use the universe replacer mod, either one works fine- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
erbmur replied to Starwaster's topic in KSP1 Mod Releases
Just downloaded V4. Think I found a bug?- 5,919 replies
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
erbmur replied to blizzy78's topic in KSP1 Mod Releases
Just downloaded this and starting to get my head around all the numbers. Could somebody explain to me what the conic modes section of the readout is/does? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
Perhaps once you are happy with the mod it could be expanded to encorperate exsurgent engineering? That way it would be possible to configure parachutes within the VAB/SPH? For settings such as include/exclude second chute, set altitude cut parameters, deployment altitudes etc. Just a thought. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
I'd say its time for Santa to drop Christmas presents. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
Can I just say... I love you. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
No Worries! Take your time. Love it as it is with just a work around using a stock chute. Have to say I love what you've done with this mod though. Keep up the good work. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
Testing out the new version. During my payload separation test mentioned a couple of pages previously, when the payload is separated at ~10Km above kerbin atmosphere, the chutes present on the payload are automatically cut leaving the payload chute-less to plummet into a sad heap of debris across the landscape. Any updates/news on this issue S_C? -
It's not much: lock grav to sensor!grav(). clearscreen. print "initiat hover". until verticalspeed = 0 { print grav at (0,2). print throttle at (0,3). lock throttle to (mass * grav)/maxthrust. }. I just started off with this and realized that the hover mechanic didn't seem to function so didn't go any further until i could work out why. With the local gravity and current throttle being printed you can see that the value for both the gravity and throttle are accurate to something like 10 decimal places and change very quickly. Seeing as using either my code or your code, the rate of acceleration either up or down is constant, which says it might actually be something inherent in the game. If it was something to do with the speed of calculation, surely the rate of acceleration wouldn't be constant and would fluctuate? Or am I on the wrong tracks here?
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Thanks for this! Your code seems to do the exact opposite of mine. Mine causes it to descend with a tiny bit of acceleration whereas your causes it to lift with a tiny bit. I guess my code is fine after all and the issue is inherent within KSP. Thanks for making me feel better about myself.
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That would help with the final stage when i actually manage to land and want to cut the engines, but the issue is that it's more like a crash rather then a land because the hover mechanic doesn't seem to function properly. I guess what im asking is if anybody has an equation that i can use as a hover mechanic? Because mine just seems to make it want to descend rather quickly rather then actually hover.