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MarcusQ

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Everything posted by MarcusQ

  1. I did, but only for the first slider, which was my mistake For some reason I disregarded the other sliders. When I set them all to 180 degrees it worked; dunno why I ignored them!
  2. Hi, I don't know if I'm using this mod correctly. I set my orbit for an aerobrake to lower my apoapsis a bit. During the aerobrake, I found my apoapsis decreasing substantially, and it ended up way inside the atmosphere. So it turns out the prediction was completely wrong. In another case, I set up a trajectory to land very close to KSC. As I got closer, my prediction was getting further and further from the target. There's really something wrong here, and it's probably the mods I have installed (it's quite a long list). The thing is, the only aero mod I have installed is FAR. Both tests were done with near identical craft; just a probe body with a KW small fuel track and an lv909. I can give you the full mod list, but it probably wouldn't make a difference. Thanks.
  3. Did what a previous user suggested about using the live version. It also works for me in 0.25. Go here, https://bitbucket.org/Taverius/b9-aerospace/downloads , then, to the right of the "live" branch, you can find the download links.
  4. That exploit could probably be prevented by slowly decreasing your reputation if you don't do anything for a while.
  5. In regard to rendering only planets and moons when close to them, didn't they already implement this a few versions ago?
  6. I want it to be like the Mars trilogy; they start off with near future tech and eventually reach interstellar travel.
  7. How do I remove the atmosphere-like glow from the Mun without removing the yellowish colour? I've tried messing around with the Alt-N menu but nothing seems to do the trick. Thanks in advance.
  8. I somewhat doubt that microwave power would destroy ozone, in addition to the whole ionization thing. This might have potential tbh. I'm generally optimistic when it comes to technology so perhaps it could be viable when advances in materials get to the point where conversion efficiency is high and they become extremely light.
  9. Would it be possible to get two kerbals to do this at once and have a beyblade battle on the mün? What a spectacular bug!
  10. This story has great potential, although I couldn't help but notice your description regarding the tear running down the engineer's cheek. I'm assuming the bridge has no artificial gravity of any sort, so why would the tear run down his cheek?
  11. Internet connection required, really easy, but quite addicting: http://www.stefanom.org/spc/#
  12. Couldn't you just use alt+F5 instead of this mod? Or does this mod provide any more functionality over the Stock quicksave as menu?
  13. The Mun or Minmus are quite popular, particularly minmus; lots of science to be had there, and the flats are pretty easy to land on!
  14. Brilliantly done; I prefer this greatly to the other docking alignment mod. Thanks!
  15. FAR makes spaceplanes ridiculously easy to design and get into orbit. Deadly reentry balances this somewhat though, as you have to cut out the turbofan engine early on to prevent overheating.
  16. You can also adjust manoeuvre nodes with the mouse wheel now. If you hover the mouse over one of the icons (prograde, normal etc) and scroll slowly with the mouse wheel you can make very fine adjustments. If this is a well known feature I'm going to look like a right idiot
  17. Okay so I gave this another shot, and it seems much more stable now. Also, I love the volumetric clouds. Brilliant mod!
  18. At the very end Scott switches to a Kerbal somewhat glitched into Kerbin. I don't think the "bailed out" graphic has any real effect on what happens to the Kerbals themselves.
  19. I gave your mod a go and I must say it's lovely. However, there is a bug which annoys the hell out of me and I'm unsure if you're aware of this; sounds such as music tend to stutter quite wildly. This is particularly noticeable when framerate drops occur (for me this occurs quite a lot). More specifically, a chunk of music plays (perhaps half a second) and then replays instantly. It's hard to describe, and I'm not sure if it's conflicting with any other mods or what. The only other sound based mod I have installed is chatterer. On a side note, I encountered another but less annoying bug. If the ship is throttled up and you hit the escape key, then again to get back in game, the muffling suddenly stops and the engines sound like stock. I was able to replicate this with a couple of LV-Ns strapped to the ship, so I'm not sure if this applies to any other engines. Anyway, apologies if you're already aware of these. I think this mod is brilliant, and if you manage to fix that looping bug then I'll definitely be using this again!
  20. I'll have to get back to you on those questions as I'm currently on my phone. Thanks for the fast responses
  21. Yes, I know that. I tried ATM and it made no difference.
  22. I get crashes about once every half hour with this mod, despite having 8GB RAM and 3GB VRAM.
  23. I will be creating a planetary ring around minmus.
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