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wetmelon

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Everything posted by wetmelon

  1. Heh. Interesting. I'll take a look at this - I've been looking at some gravity turn stuff too.
  2. Yeah no problem Thank you for all the work you do on this! Eh, good point. Idk why I thought it would change haha.
  3. There's some weirdness in the Merlin 1D / Vac configs. The Vacuum-optimized version should have better vacuum performance than the SL version, wouldn't you think? The M1D-Vac should have an ISP ~ 340, per http://www.spacex.com/falcon9 (click "Inside the interstage"). The 801kN thrust value confirms this to be pretty close - (801kN/720kN)*311s = 345s. They're also rather large at 1.75m at the top. I saw that there's a trick for putting the engines inside the fuel tank, but that doesn't happen with these particular ones. Am I missing something? Edit 2: Found the config. Min thrust is also off - the common belief atm is that Merlin 1D can throttle to 40% of max.
  4. Yep, something we're working on. Hmm. Like the main window that shows "X - In flight. Y - Ascending from Kerbin. Z - Building "" at VAB"? I could see that being integrated. Noted. I'll check to see where we're at on a GUI wrapper and maybe see where we can modify things.
  5. Surface interactions aren't great atm, and (as I understand) it won't show the animations for the kerbal walking, it'll only show the position. .1.3.1 makes some pretty big strides to (at the very least) keeping players connected
  6. If you're using the Lazor Docking Camera, even if you're docking in the sun, put one low power light pointing towards what you want to dock with. This way the docking camera will be able to see it much much better.
  7. I'm experimenting with RT 2, and I'm very familiar with RT 1, but I can't seem to set up a network. I'm using the 8.00Gm omnidirectional antennae and I can get the first stationary satellite up fine, but the others don't want to talk to it. Any ideas?
  8. Works great, but I'm curious why the ejectionTorque/Dv is so high. They FLEW off my rocket. I'd really like them to drift a little softer. Can that be changed by adjusting the values in the .cfg, or do they get overwritten by lines 611 and 612 (KSPField for Dv and Torque, respectively)?
  9. FAR should already work with it because FAR does its own raytracing. Does your mod kill the drag in Vanilla KSP though?
  10. If you're still bored and interested in a challenge, I would like someone to make I-beam junction points so we can turn corners more effectively. Also junctions with 45 degree angles.
  11. Unfortunately not. All it would take to work for OSX is I need to figure how what the file structure for OSX is. Once I do that i can get it working just fine. I don't have a MAC or know anyone who has one unfortunately
  12. Voting no because i didn't care about it when it was around and don't care whether we're using US, Chinese, Russian, Ethiopian, or whatever shuttle... it is and should remain an international project. Nationalism is so 1960's
  13. Hi there! You may have seen this Extraction tool on the Spaceport already, as I've released it and been doing quick updates to it in the last few days. Here's the breakdown of it: -------------------- April 22, 2013: Updated to version 1.3. Will now both uninstall and enable/disable mods. Will unpack Internals correctly. (B9 users be aware, if you installed with version 1.2 or lower you may be missing B9 internals!) This mod extraction tool will extract one or many .zip files containing Parts, Plugins, Plugin Data, and/or Ships to the respective KSP folders. It does not care what internal structure the .zip file has, as long as it contains the aforementioned folders. Parts management is coming! Things to look forward to: * Load sequence modification! * Grouping of parts! * Group loading (Organize your parts!) * Modify part type! (Did someone put a satellite dish under Aero? Fix it! By group!) Change Log: 1.00 – Basic unpacking functionality! 1.1 â€â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€- – Basic unpacking functionality is updated to be cleaner, ease of use improved. â€â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€- 1.2 – Added the ability to delete mods â€â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€- 1.3 – Added the ability to disable mods – Now handles unpacking of Internals â€â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€Ã¢â‚¬â€- 1.4 - Fixed Overwrite issue. Now have the option to allow or disallow overwriting of mods. - Added option to retain overwritten mods in special "Overwritten" folder - Now handles unpacking of Resources RemoteTech users beware! If you have installed with a version prior to 1.4, you may be missing RemoteTech resources! Everything up to 1.4 is available here: http://kerbalspaceprogram.com/kerbal-mod-extractor/ ------------------------------- Beta release: 1.5 * - Added a Backup/Restore option. * This option allows a user to have multiple "installs" of KSP and swap them out on the fly while retaining a single ksp.exe file. This is particularly useful for Steam users who cannot have multiple installations of KSP with differing mods. 1.5 is available here: Mega.co.nz Download - 1.5 --------------------------------- Thanks for reading!
  14. Gorgeous! Now I really need to get into working with Blender. I'm good at doing stuff with SolidWorks, but Blender seems to be a whole 'nother beast.
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