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Everything posted by erbmur
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My bad, it is lock throttle to tVal, just misstyped it. The sensor mod just takes the value given by the grav sensor. so the variable "grav" will always be the equal to the acceleration due to gravity at the current location. Shouldn't the "SET tVal TO (MASS * grav)/MAXTHRUST." cause the thrust generated to always equal the gravitational pull at the current location?
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I have the sensor plugin and am trying to write something that hovers. LOCK tVal TO THROTTLE. LOCK grav TO SENSOR!GRAV(). UNTIL STATUS = "LANDED" { SET tVal TO (MASS * grav)/MAXTHRUST. }. In theory, shouldn't this cause the thrust produced to always equal the gravitational pull at the current location, therefore having no net acceleration present, causing the craft to hover? Instead, it causes the craft to rather descend with an acceleration and eventually crash. Anybody have any pointers?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
Correct. The issue appears once the chutes are deployed and the craft separates, the uncontrolled craft seems to loose the understanding of parachutes. I believe it has something to do with once a vessel containing the chute part looses control (either due to probe power failure or the chuted vessel no longer being the active vessel but still in load range) then the game unloads your coding for the chute. So the vessel has to be re selected and the chute code restarted for it to function properly. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
erbmur replied to stupid_chris's topic in KSP1 Mod Releases
First off just wanted to give a big shout out to stupid_chris for this mod! I seem to have encountered a bug. I have the following setup on my ship, from top to bottom: chute, command pod, decoupler, payload with main radial chute, decoupler, engines. During decent back into Kerbin's atmosphere (main chute, command pod, decoupler, payload with main radial chute), at around 10km, the payload chute is deployed, then at 5km the decoupler seperates the command pod from the payload and the command pod chute deploy (both decouple and chute in the same stage). During the final decent, the command pods chute deploys fully as per normal, but the payload chute refuses to go into fully deployed state. I ran the test again but switched back to the payload just after separation, but the same thing happened. The payload chute refuses to fully deploy where the command pod chute fully deploys. Replacing the payload radial chute with just a normal chute has the same issue, payload chute refuses to deploy. On switching back to the payload it becomes obvious from the way its falling that the game seems to forget that there is a parachute there even though it is already deployed. Just hitting space again seems to refresh the games memory into remembering that there is a parachute there and it falls/deploys normally. Has anybody else encountered a situation similar to this? -
Modular Fuel System Continued v3.3 (OBSOLETE)
erbmur replied to NathanKell's topic in KSP1 Mod Releases
First of all just want to give a big thanks for keeping this mod going! I seem to have run into an issue though. With this mod installed, engines don't seem to have the orange glow they get after running full power. I have confirmed that it is not an issue with any other mod as the glows re-appear after removing the modular fuel folder from gamedata, and they disappear when i copy the folder back in. Has anybody else noticed this issue as well? EDIT: It appears to affect only the smaller less powerful engines, and i'm guessing its due to them just being less powerful and therefore producing less heat. -
Hi Steven Mading, I have a quick question about your final equation. Where does the 250 derive from, and what is your reasoning for setting vdrag to 0.2 further up the code? I'm assuming this as something to do with the drag of the individual parts? Which i think would be different when using FAR (which i do)?
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Rockstar baby!
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Hi All, Does anybody have a simple-ish script that would calculate terminal velocity? For use with throttle control during takeoff?
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Is that the only line of code you have? Maybe there is an issue happening elsewhere in the program? Because that line by itself should work fine.
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Yup 0.84. Took your advice. Did this instead and it works a treat. SET tVal TO 1. LOCK THROTTLE TO tVal. STAGE. UNTIL ALTITUDE > 10000 { SET tVal TO (MASS * 13)/MAXTHRUST. }. Thanks for the help.
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I have a coding question. I have the following: SET tVal TO 1. LOCK THROTTLE TO tVal. LOCK tVal TO (MASS * 13)/MAXTHRUST. STAGE. When staged, both the launch clamp and engine are ignited, however the engine appears to lock into full throttle and doesn't alter based on the equation tVal is locked to. Can anybody give me any insight as to why?
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I am of the exact same mind set. That is why I just downloaded the mod, extracted the parts I thought looked cool, and modified their .cfg so they function as normal parts. the thermal jet is not just a normal , slightly more powerful turbojet, and the antimatter reactors are not just oversized rtg's.
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On a completely unrelated note, if you want some more of ZZZ's awesome parts, download the KSP Interstellar mod . Most of the parts are designed by our good friend, and the antimatter reactor and thermal turbojet can be easily modified to work with stock KSP (i.e. just using the models from the mod rather then the entire mod itself) And my god does the thermal turbojet look awesome!!!!
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If memory serves, the only way to make a part uncontrollable when there are no occupants is to add the code: INTERNAL { name = PodCockpit } But this doesn't seem to stop it from transmitting anyway.
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Thanks for the help!
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Just started to use this mod and must say I am really enjoying it. I do have one question. could somebody please give me the code that I need to unluck the heading once a heading has been locked? so the spacecraft can freefall rather then trying to keep a heading?
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With the implementation of version 0.21.1, i believe it makes the miniASAS part now obsolete? It's only advantage over the miniSAS part was that is also supported the ModuleSAS, but that has now been implemented as standard into all probe cores as well as command pods if I understood the release note correctly, which means you can delete this part as well and increase your load times by half a second!
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Any update news? Or are we at the stage of waiting for 0.21 to first update for compatibility, if required, before going any further with this project?
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Love the work you've been doing on this mod e-dog! Is there any news/eta on the timings of the interstage fairings?
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I don't know if this has been mentioned before, had a search for it and didn't seem to find anything in prior posts. 2 points. 1) Has anybody else noticed that the atlas low-profile engine doesn't have a shroud present when a decoupler is attached to the bottom? 2) Way way back on page 67 (http://forum.kerbalspaceprogram.com/showthread.php/25241-0-20-2-B9-Aerospace-Pack-R3-2-New-pods-IVAs-engines-fuselages-structures/page67) the image of the airbrake appears to have some kind of bar for support but it doesn't appear in my game. Is this something that was dropped or is there something that I have to do to get that to appear? Thanks in advance!
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I love this mod just the way it is, but joints failing rather then parts exploding just makes is sound like I would love this mod even more!!! It also sounds more realistic too, would fit in with the breaking sound that was implemented in the last update. Ripping sound followed by bits falling off rather then exploding gets my vote.
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HAHA! One thing to understand about kerbal space program mods, the more useless it is, the more fun it is to have it! Even though it doesn't do anything, its a nice way to pretend there is some kind of airlock when you dock two things together. Keep up the good work and keep those cool parts coming! EDIT: Forgot to mention, the animation for the locking mechanism, is very simple, but very satisfying. Not only are the models good, the animations are too!
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Amen to that, your parts have a real nice feel to them. Futuristic without being too far out there. I do have a small question, when is the purpose of the "lock/unlock" option of the docking clamp? Is it just for looks?
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Sweeett!!!
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Radial engine mount\case(holster\shell\how you call it)
erbmur replied to zzz's topic in KSP1 Mod Releases
No reason, just wanted to state my thoughts.