Mokmo
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Everything posted by Mokmo
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Dragon Rider Capsule [0.23 (2/14/14)
Mokmo replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
This little ship is beautiful and fills another thing i was lacking in my constructions: a transfer vehicule between the stations around Minmus/Mun/LKO Some small issues i've found (constructive criticism or me making mistakes) -There is some wobbliness between the adaptater/bottom decoupler and the trunk section on takeoff, even worse when the trunk payload is there. -I I think i got how to attach stuff in the trunk, do you attach everything to the capsule then use the other node for the trunk ? Seems to be that way, maybe just a bit of instructions on this -The demo ships in the spaceport zip file are both missing an obsolete part, dragon brain. -MechJeb seem to be unable to retrieve the mass and engine thrust properties of the capsule for its dV stats, it has 1300 m/s in space, right ? The part.cfg has the right info on the ModuleEngines section, so i'm not sure how it can't compute the values (another MJ infowindow gives me the right weight and a TWR of ... 58 on the Mun) i'm using 2.0.9.13237, not quite the latest. But it still will get on my main install, great work! -
On Gizmodo : http://gizmodo.com/a-frog-got-too-close-to-a-nasa-launch-and-well-this-h-1300166953
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Mokmo replied to Devo's topic in KSP1 Mod Releases
I just tried the MechPod. Using your craft file, i just sent it up 700 meters and popped the chute open, but for some reason it tore off at full deployment, unlike your demo video. Log says it's a structural failure between it and the main pod. -
Mod compatibility question;
Mokmo replied to SuperWeenieHutJuniors's topic in KSP1 Gameplay Questions and Tutorials
From the Real Space thread: -
Folders for sub-assemblies
Mokmo replied to BFGfreak's topic in KSP1 Suggestions & Development Discussion
I started a thread this week about having folders for normal craft files, but subassemblies should definetly have it too! We can already make folders in the mod (by adding a directory outside of ksp.exe) and it's very useful when you pick up pre-made ships and subassemblies. -
Usually undocking other ports in the "docking chain logic" will fix this, thing is you have to find which one it is...
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Mokmo replied to Tiberion's topic in KSP1 Mod Releases
I have a slight issue with a part. the AA-BB Linear Decoupling Strut (NP_decoupler_radial_Strut) somehow applies the decoupling force in reverse direction at detachment. Yet the part has the exact same settings as the stock ones (except the force, which is much higher). I fixed it by reversing the ejection force parameter in the part's cfg file. -
There was a bug back in 0.19 ans 0.20 where a ship docked to a ship docked to a ship would cause a bug in the savefile and block undock on one of the ports in the chain. My fix for it was finding which port in the chain was still working and undock/redock it. but that took me a good half-hour of persistent file search to find it. undock/redock needs at least 1meter separation to make the docking magnets work again.
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MechJeb 2 - Patch test bed release (October 10)
Mokmo replied to sarbian's topic in KSP1 Mod Releases
I also got that, only way to turn this around (pun intended) is to restart KSP.exe... -
Just saw the long trailer... Sandra Bullock as Jeb ? This is the stuff we've all done in our station fails... a bit nightmare-inducing, but great idea
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Cant get an orbit around Minmus?
Mokmo replied to 99TheCreator's topic in KSP1 Gameplay Questions and Tutorials
do you have a periapse on the map before your burn ? that's where you should be burning retro. -
Thanks for the heads up.
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Make folders for craft file loading
Mokmo replied to Mokmo's topic in KSP1 Suggestions & Development Discussion
i just hope we can at least make folders in the subassembly once it gets in game... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Mokmo replied to Tiberion's topic in KSP1 Mod Releases
Btw the example ships in the zip files... they need an update! Mostly since the SAS revamp. -
i got a spaceplane in a pretty circular orbit, then tried Ferram's system, didn't like it (there are people who'd love all these numbers). then tried some more spaceplanes, got some small ships to dock with them...
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I found a weird bug, but i think it might be because of the nature of the part: When attempting to dock with a deployed inline docking port the parrallelism indicator points to 90 degrees, the part's main axis. i think MechJeb also acts the same way it seems, its smart A.S.S. went 90 degrees the same way when i put the parallel order.
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ZoPL "Kiwi"- Duna Capable SSTO by Zokesia Skunkworks!
Mokmo replied to zekes's topic in KSP1 The Spacecraft Exchange
I tried flying it, but i'm quite a noob at it and i don'T have the knowledge of what a good climbing curve should be. The whole thing backflipped when i turned on the aerospikes... -
Yup, the Twitch feed was nice in that it showed that we're finally getting subassemblies built into the game and some science trees (Mods didn,t see a topic here)
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Mokmo replied to JDP's topic in KSP1 Mod Releases
A quick test, and i can confirm that 6 crew seems to be the magic number