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MAKC

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Everything posted by MAKC

  1. Also note that the actual orientation of the fairing part before you attach them to the base nodes seems to affect the CoP (even after they reshape to fit the base. Also goes for Stretchy Conical Tanks). I'm not sure if it carries over into flight, but it's worth investigating. With PF and recent FAR version I've had to use fins to bring the CoP behind the CoM a lot more than I recall having to do in the past. @e-dog Thanks for this. Version 3.0 is a huge improvement, although I'm not sure ditching the key/mouse controls was a good thing. I have a few suggestions for future versions: Allow us to toggle whether a fairing and/or base decouples, or not, instead of having to place different parts Option to hide the staging icon of the individual fairings to reduce staging clutter Adjustable interstage fairing base height. I often find it to become excessively thick. Perhaps link thickness to structural strength to prevent abuse?
  2. @Nathan Look at the speed indicators. 407m/s horizontal, 0 vertical speed @ 0% throttle. But that might just be a physics initiation glitch, seeing as the portraits haven't loaded yet. @Fox Did you download the Principia N-body test version? Edit: At a second glance, I think he means the black void surrounding the launch pad.
  3. Feature request: TSFC & range estimations that work with Real Fuels & AJE. Pretty please? Occasionally I like to try my hand at designing cruise missiles & long distance cargo planes and it would be interesting to see how far theoretically they could get without actually spending the hours upon hours of time it takes for the fuel to run out.
  4. There seems to be a problem with WAC Corporal experiments in 19c. I started a completely new career and the data collection rate is really slow. By the time I reached apogee (122.5km), 4 minutes after mark, the data recorder had only collected a measly 17.07 points of data. When it again crossed the 18km threshold (T+00:06:47) on its way down, the data amounted to 32.34. Am I doing it wrong?
  5. This was mine & probably many others' assumption as well. Someone needs to poke Squad with a glowing hot fire iron.
  6. @Dirt_Merchant Custom version? @AndreyATGB That's nice.
  7. I hope not. My experience with tweakables in stock parts as well as in other mods, but especially in this one, has been awful. It is too clunky and limited and the lack of alphanumeric input fields is jarring. Try setting a wing thickness between 0.01 and 0.36. I dare you.
  8. There you go. I might make it a bit brighter. Also, the dark side of Earth isn't very dark, is it? IMO it should be darker. On a separate note, anyone else have problems with a big grey "cloud" cover that has what appears to be large, circular holes in it when flying in the atmosphere? It's obviously an issue with EVE/RSS compatibility. Has anyone figured out how to fix it?
  9. CityLights for RSS http://www./download/hbxbbbi74ei47lf/RSS_CityLights_8k.rar 8k version only. Instructions: Drop in your GameData folder, overwriting files as necessary. CityLights mod required. Feel free to resize/redistribute the modified image/mod included in this archive. The plugins I used to remove the land masses & oceans and the following aliasing inevitably removed some of the finer detail. If you can produce a better version, go for it! I would probably use it. Source: NASA Thanks to Nathan for helping me figure out the coordinate system used to align the texture.
  10. I believe camlost has already accounted for this by using CoMOffset.
  11. I have a custom city lights texture and I'm finding it hard to offset it horizontally so it matches up with the RSS earth texture. What units are the x, y offsets in? How much do they move the texture? I tried 2000, and -2000 and didn't notice any difference. Ultimately it would be nice if you could adjust the city lights position in game like you can with the clouds.
  12. Impressive aircraft. Where'd you get the cockpit for the JRC?
  13. I found this texture of Earth at night that happens to have the exact same aspect ratio as the high-res Earth texture for RSS. Perhaps we could extract the lights from it and use for the City Lights mod? I would do it if I knew how. http://eoimages2.gsfc.nasa.gov/images/imagerecords/79000/79765/dnb_land_ocean_ice.2012.13500x6750.jpg
  14. Does it have some sort of plugin for automatic tail rotor thrust & yaw control? Or do you have to set tail rotor throttle manually?
  15. I think it should be possible to do yourself. Not sure how it works with HotRockets but you can look at rocket engines using HotRockets and copy their gimbal code to the jet engines.
  16. Bug: Whenever I try changing the cloud speed using the Alt+N menu, the clouds start moving at extreme speeds no matter what number I put in the vector fields. After restarting the game, I noticed the white clouds on Earth in the main menu were actually rotating from North to South, likewise extremely fast, and they did so until I reset EVE to default settings. Using RSS.
  17. Go to the KSC, click the FAR icon in the toolbar and from there you can enable any debug option you want. You can also turn off things like high Q disintegration.
  18. [LOG 15:16:56.923] PartLoader: Compiling Part 'KWRocketry/Parts/RCS/KWrcsPod/part/KWrcsPod' [WRN 15:16:56.926] PartLoader Warning: Variable model not found in Part [ERR 15:16:56.928] Cannot find a Module of typename 'ModuleRCSFX' [EXC 15:16:56.932] NullReferenceException: Object reference not set to an instance of an object [EXC 15:16:56.936] NullReferenceException: Object reference not set to an instance of an object Edit: I'm guessing I need the RCSFX mod? Edit2: Yep, installing it solved the problem. You should add it being a required mod to the OP.
  19. The clouds seem to be moving a bit fast. I haven't clocked them but they are faster than me flying at Mach 2. Using RSS btw.
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