Railgunner2160
Members-
Posts
494 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Railgunner2160
-
Been using Mechjeb since I got the full version of KSP and just wanted to say thanks!! Also any news on the docking autopilot?? Currently even when I tell it that the limit is 10m/s it just dawdles along at 0.10m/s. Takes forever and a day to dock, Though it now seems to use a HELL of a lot less monoprop doing it but still when it needs to do something like back up to get aligned with a docking port it'd be nice to be able to tell it that it can go faster.... (also letting it go faster might help with tending to just sit there spinning by letting it have more power to work with......)
-
I've been mucking about on minmus and so far about 10 Fatman90's from the Nucleonics pack, I can get into orbit pretty easily, I only use up about 2000 units of kethane converting as I go, that's out of 40000 units, so pretty efficient to haul it into orbit and refuel crafts there in my opinion. Also since I use OrbitalConstruction Redux I can now make rocket parts so hauling kethane in it's raw form does double duty for me.....
-
Hadn't seen that, haven't checked the page lately. Last I saw the older fatmans were still up...... Thank you for informing me....
-
Anyone else notice that minmus sometimes jumps back in it's rotation and orbit?? It's about an eighth of it's rotation..... Never been to minmus before, just wondering if it's a bug with the temp scaledform fix.... (I'm scanning at 1000x) Edit: Hmm, okay seems i was wrong, Minmus seems to be randomly speeding up for a moment then rubberbanding back to it's proper position, anyone else noticed this behavior??
-
LLL - Lack Luster Labs - Development Thread
Railgunner2160 replied to Lack's topic in KSP1 Mod Development
They are indeed from B9 Aerospace, however it's important to note that Lack resized them. They're huge straight out of B9..... -
Already are compatible.....
-
Ya, I tried building an orion straight away to go to eve, Spent 6 hours or so trying to get it to the point it wouldn't blow up on the launch pad..... I did eventually manage it, ran out of RCS fuel though and had to restart the mission.....
-
Use a probe core under your pod and make sure it's being controlled from there. I've had a similar problem before with removing crew and then it reverts to the next command-able core or pod. Often times I'll slap a core on a radial mount and when it reverts it'll use the probe core's axis' to determine which way is "Up", Can't tell you how many times that has happened and my launch has gone bat**** crazy. Sounds like whatever mechjeb unit your using also functions as a command source, yours wouldn't happen to be on the pods sloping sides now would it???
-
Umm, I sorta mentioned the KW Rocketry tanks in my post, and NP is a little to taxing for use on top of the other mods I use....
-
I have the same problem with the KW monoprop tanks exploding left right front and center even with normal rockets, for whatever reason Monoprop tanks seems to be really weak, at least the inline ones........
-
The new 20MN Array is very Nice, Hopefully we'll see some Higher MN arrays before too long......