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mwlue

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Posts posted by mwlue

  1. @mwlue: I'd take Jack Wolfe's solution for the NP LES; there's no reason that it should be that overpowered.

    KJR also doesn't do anything to mess with gravity or aerodynamics. Perhaps you have installed another mod that is changing the way physics behave / your rockets behave.

    Yep, I have tuned down the decouple force on those LESs. For the reaching-orbit-too-fast thing, its all my bad. My Koyuz is simply too powerful :D

  2. One thing i encountered is: some joint seems to become lower after i installed this plugin.

    To be more specific, I'm using NP's escape tower for 3-man pod on a medium docking port, with a parachute pack which has built-in RCS ports (this part also belongs to NP but i don't remember the name of it) installed under the docking port.

    When the escape tower is to be decoupled as i'm reaching orbit, the docking port is pushed by the ejection force and break the connection with the parachute pack below it.

    I had similar designs before and had never encountered such situation... I wonder if this plugin actually reduce the joint strength between the parachute pack and the docking port.

    Hmm, i have similar experience with ya. i also use that escape tower on my Katurn, and it pull the docking port out from my pod when decouple.

  3. The linear RCS jet is a very simple part, from start to finish..may I ask why your using the stock model? If you made your own part then you could set the transform how you want, and use the engine module so turns out with your desired function.

    Because i'm just too lazy to go thru the modelling & texturing stuffs for making my own model. :D

  4. I think you misunderstand..using a stock model you are never gonna get an RCS jet to operate with the engine module. These transforms are set in Unity..the game engine KSP is built on.

    You could however use the RCS module, and just change the values you need...mainly thrust and fuel type.

    Arrr, ok.... thank you. but then i will need to have rcs enabled to operate .....hhhmmmmm

  5. i noticed thru out all the parts either stock or mod, reguardless of their size, these values are the same:

    maximum_drag = 0.3

    minimum_drag = 0.2

    angularDrag = 2

    I then tried UbioZur's in-game part welding mod to weld some tanks together, it seems adding up the drag values from the parts i used together. Since then, MJ keep flipping over my rocket which use the welded tank.

    So is that intended? If then i'll tell UbioZur not to add these values on his next release lol.

    orz

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