warmadmax
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Everything posted by warmadmax
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
warmadmax replied to UbioZur's topic in KSP1 Mod Releases
Is there anyway to delete a welded part through the mod? i.e. i weld two tanks together then realise i want two tanks and rcs.... so delete the part and reload the parts list? would have to be careful not to delete welded parts from craft inflight of course though! -
Bug on the electric gauge, when it's charging (i.e. negative in the resource window) the draw shows it as positive draw needle never goes into negative, only positive whether your using electric or charging it. *edit* i have seen the Draw go negative briefly, normally when getting a big charging boost off the launch engines. Is it averaging the electric value somehow? if i transmit science experiments, draining the battery completely, it'll go crazy on the draw as you'd expect, when it's done transmitting and recharging off solar, the draw stays in the + side, rather than the negative side when it's recharging.
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Hi Cybutek, if we get to the stage where the parts are restricted based on the funds you've got. Would be worth adding in a "Kerbal government funding" based on how old the save file is? e.g. you get 25,000 initially from the kerbal government for starting the "agency". there after you get say 1,000 per day from the kerbal government in ongoing funding.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
warmadmax replied to JDP's topic in KSP1 Mod Releases
thats what it's meant to do Gary, stop you having any control input when you're out of contact with a probe controlled craft. for a kerbal "manned" craft, click the local control to have the kerbal control it. -
FAR mod ? http://forum.kerbalspaceprogram.com/showthread.php/20451-0-20-Ferram-Aerospace-Research-v0-9-5-1-Aerodynamics-Fixes-For-Planes-Rockets
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Might be wrong in the below but this is what i understand, it's because KSP doesn't load/simulate objects beyond 2 km once it's beyond that, it gets unloaded from simulation, if it's not "landed" and it's in dense atmosphere (below 30 km i think??), KSP destroys it.
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don't know what the rover wheels use for suspension, but could a similar use be applied to the pusher plate to cushion a ground impact? don't know what a ground impact would be like in relation to a nuke going off though, so might not even move the pusher plate!
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sounds fun Workshop in space as a makeshift service depot / "spare parts" generator for the toolboxes? obvious question to me is, would we be able to do this to the other stock tanks i.e. the big orange rockomax tanks in future? I could see me docking a refit module to a makeshift space station and converting the tank i've sandwiched into the backbone of the station into the wet workshop. would you need a second model plus someway to change from the "old" to the "new" ?
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it's in the dev build zip file, make sure you've got the ISA_MapSat X4r1.zip from the blog. then you copy the folder "innsewerant space agency" from the zip and put it in the GameData folder within kerbal space program's main folder i.e. my version from steam has the following address for kerbal space program C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program in there is a GameData folder, copy the Innsewerant folder into game data, start your game and voila!
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you need the dev build, see the authors blog - http://forum.kerbalspaceprogram.com/blog.php/16471
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Hi Endless, it was accelerating for a good 30 secs before i got bored and toggled it off, it also steered gradually to one side (left - mirroring bug?) i've recorded the below where i leave it on, takes me a couple of goes but is repeatable. sorry first go at recording, can see its too low res to see whats happening, on the try at 3:26, i activate cruise as its going down the slop off the end of run way, then it runs away, torque hits 15+ then flickers between 0 and 15 and RPM exceeds 800 max stated
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Looks like the debug menu is a problem with my machine, got it going on a different machine with 0.5, sorry about that. just testing out the new parts, in 0.4.4 if the drill went underground where there wasn't kethane it wouldn't give you smoke. noticed in 0.5 when there wasn't any kethane to mine, the drills still get the RCS / Smoke effect? (the heavy's should still spark regardless though ) also, the sections of drill bit below ground cast shadows on the surface, possibly a ksp problem?? Thanks again Majiir
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Don't know if this known. if you enable cruise control and run out of electrical charge, the tracks accelerate greatly. i was using 3 sets of MK3 track on two large kspx fuel tanks, a large probe core and 10 RTG's, launched from the SPH, i reversed off got up to 5m/s and turned on cruise. with the right click menu open, i could keep an eye on what it was doing, rpm went up constantly, torque remained at 0 and cruise said "5.0 m/s" when coasting i recharged, when i hit cruise control via action key, the tracks drained the core's power (as you'd expect) then started accelerating. hit 40m/s easy and was still going. managed to get it to disintergrate at 52 m/s dropbox images
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it could be the rokomax adapters that are causing it not to flow, try it "naked" with just docking ports between the convertor and fuel tank, reason i'm guessing the senior's work is there isn't an adapter to sit between it and the converter. for what it's worth, treat the convertor as a "rocket engine", it just so happens to be one that consumes a negative amount of fuel, oxidiser, xenon, mono.. in exchange for kethane and electric. so if you need to add fuel lines, run them from rocket fuel tank to convertor, not convertor to tank (as you'd think normally and incorrectly stated earlier in the thread)
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didn't work first time for me (neither did the craft load button) so something was properly broken with that install. re-did the install, didn't alt tab on the loading screen and new 2.0.8 mechjeb running fine extract the whole of the zip file (inc. mechjeb2 folder) into gamedata, not the parts & plugins