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Darren9
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Everything posted by Darren9
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
I'll have to do some testing and get back to you, I was waiting for a similar thing up in the challenges section a while back that was started and wasn't finished. This seems like a good opportunity -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
If you've got down to 16 parts with 8 missiles and a weapon manager I'm not sure welding will help, it'll still be 10 (probecore+structure welded + missiles + manager?). How many ships are in the scene? You could have a number of small clusters separated by some distance, that would allow setting a lower physics range if it ran badly. -
Infernal Robotics Rework Trailer - Sampling Duna
Darren9 replied to ZodiusInfuser's topic in KSP Fan Works
Thanks, Zodius is playing himself down a bit though, there's designs, direction and lots of other stuff in there that I wouldn't even of tried on my own, I'm very pleased with the result though -
If this is the multiple repulsor craft issue I don't think it's KAS (I'm only guessing that's KAS BTW), I get the same with just Kerbal Foundries and nothing else. I launched one, landed it near the runway (height to 0), launched another and the first wont raise again (the height reported in the right-click window adjusts but it stays on the floor).http://www./view/fw2ydcjlyaj9fox/output_log.txt
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I had an issue throwing the plugin into an existing install, it has AGX among other things if that's important, existing craft in that install had the "move+" and "move-" action groups reversed (I only noticed because I was activating them from a script and things went backwards) and also where I had set the "Engage lock" action group it was removed with the new plugin. Is the next/prev preset action group a straight toggle? I seem to get into a situation where I need to activate it sometimes once and sometimes twice to have it go to the preset position. I had a similar effect with the move+/- action groups, it could be that if you send a new move action group command when it's still in the deceleration phase of the last movement it can be ignored? It all seems to be working well though, a great addition
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Circumnavigation of Kerbin by Land and Sea [Completed!!!]
Darren9 replied to Slam_Jones's topic in KSP1 Mission Reports
I found refuelling with KAS on water that when you switch to docked to move the fuel they drift slightly and the cable goes tight and it can pull the two craft together, because they're one craft and can clip each other one drifts inside the other and gets stuck. I had to abandon a water circumnavigation attempt a while back and redesign all the fuel stations with the cable above on an out-rigger so there was no way the crafts could touch, just though I'd mention that as it's a terrible way to end a leg of the journey. Good luck -
The Elcano Challenge : Ground-based circumnavigation
Darren9 replied to Fengist's topic in KSP1 Challenges & Mission ideas
I had to click the link at the bottom and view it on imgur when I looked earlier. I was surprised to see such a narrow design, looks like it'll tip over quite easily -
The Elcano Challenge : Ground-based circumnavigation
Darren9 replied to Fengist's topic in KSP1 Challenges & Mission ideas
I've been to KSC2 in under 4hrs in a boat-car thing, I could manage all the way around, but, I'm going to try a speed boat on Laythe instead I think. Has anyone done circumnavigations all the way out there? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
Will there be a keyboard key assignable to next/prev preset buttons in the editor? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
Could we have the weapon manager guard mode using flares to counter missiles if they're on it's vehicle? It always seems one sided when only the player has them. -
There's a development thread with a 20min tutorial Here, that video would be a good place to start I think.
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~ gargantuan gaming computer specs thread (+poll!) ~
Darren9 replied to segaprophet's topic in The Lounge
Computer Name - DarrensPC Operating System - Windows7 CPU - i7 920 @ 4.0 Motherboard - Asus P6TD-Deluxe RAM - 6GB XMS3 1600 7-8-7 GPU(s) - EVGA GTX 770 Superclocked Optical Drive(s) - Blu-ROM/DVD-RW HDD(s) - WD 1TB SSD(s) - 2xIntel G2 (80+40), OCZ Agility (120) Chassis - MM UFO U2 PSU - Corsair HX 1000 CPU Cooler - XSPC Raystorm (EK nickel on GPU) Additional Internal Components - Custom watercooled, 360 + 2x 240 rads, D5 vario, Big-NG. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
OK, thanks, I'll wait for a release of the Rework. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
It seems, in my install, the limits don't work with rotating joints that don't have a toggle'able "rotate limits" (pivitrons/foldatrons/ect) and I can make it work by setting "rotateLimits = False" and adding "limitTweakable = True" in the particular parts MuMechToggle module. Is this expected behaviour or have I got other problems? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
They look like quad or hex basic jet engines? They're a ton each on there own and an IR motor is 0.1, can you really beat something much smaller and lighter in KSP's current aero/drag model? -
The dates may have not been updated. There's also been some beta test new stuff added that's not made the front page yet, some wheels a few pages back and also some/most of what's listed in This post. Reading back as far as the beginning of January is the only way to find most of it at the moment, it seems we're getting close to an update with a few more official packs though
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AFAIK it's only FAR that can detect/adjust for wing aspect ratio, and it can't detect/adjust an animated single part, it'll only use it's initial position. The wing part has to be on a moving joint for FAR to notice it move and that's already the same problems of making an IR one?
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The Chunkin' Challenge -- Haul Out your Trebuchets!
Darren9 replied to Starwhip's topic in KSP1 Challenges & Mission ideas
I didn't notice a "stock only" rule, just thought I'd check before I started, I've had some fun in past with IR/KAS devices. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
For me it seems to ignore an adjusted max/min and always do a full 360* (I set them in the VAB, I didn't make a test install and put the .dll into what maybe a huge unstable mess), what's the modulo flag? I just set rotate limits on and adjusted the max/min. It's great though Could it be possible to add a move to upper/lower limit function? Possibly available as additional action group commands. Anything that happens just in the grey IR GUI isn't available to kOS, at the moment it can only read the servo position from the KSP GUI and stop when it reaches a certain angle (expecting an immediate dead stop). I can't see a way to reach a known position at the moment other than activate the servo for long enough that it's guaranteed to reach a set limit. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
You can get around that with action groups C4pt.Miles (if I understand what you're after), Action Groups Extended has up to 250 of them and each servo can go in any number of groups. You also get the "move center" action that's missing from the IR panel, it's press once to start and again to stop though which isn't quite as pleasing as hold down to move. -
Are they allowed to put "PC-DVD" on the box for a code? I was expecting a disc but still have to uncrunch it through the Steam client. That would of really agitated me, I caved in and clicked in Steam to have it now anyway.