mwlue
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Posts posted by mwlue
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hmmm, it make my lander looks Kool indeed. i added another attach node in the middle tho.
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oh, dang! this will make my new 3-man lander looks Kooool Orz
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^^^^ o_0 Beautiful!!!!! ^^^^
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Wow wonderful! now we can have a2a filming
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Whoa! What landing struts are those!?I think it is the AIES pack. Lovely stuff.
Yep, that is AIES VHME-T Landing Strut.
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whooaoaaa, you just make my LEM shine. hats-off. Thx alot.
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we need some KJR Viagra.
o_0 how dare you....... wait, TRUE TRUE.
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errrr sorry, what's new in 1.4.1 just curious as the OP didn't mention it.
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@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
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hmmmmm, the NP LES still pulling off dock port from my pod on decouple... may be i need to strut the pod & docking port instead???
also, does 1.3 do anything with the gravity or sth like that?? My 800ton koyuz rocket reached apogee of 190km with 2nd stage only......!?
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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.
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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.
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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
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errr ok, i try to flip it over then.
and i have fixed the google drive link to share the cfg.
thank you.
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by cloning stock linear rcs pod via cfg.
https://drive.google.com/file/d/0B84ETgnUg3Vub1lNV2pKSzVFWE0/edit?usp=sharing
but it don't seems work.
is the function (ie what the model can do) also defined/compiled in the model? because if i change the model to stock mini liquid engine. it works as intended....
Thank you.
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Bug report: mechjeb case wobbles around like crazy (at least when stuck to the side of the 3-man pod)
Other than that it's been amazing. My computer might be able to handle an Apollo mission now!
try go to altitude control and set Tf to 0.9 , the default is 0.3 which flex long sticks alot.
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Indeed, this should be stock instead of a mod.
Yep, in 0.23 may be, YAY.
This mod rockz with MJ on my Katurn & Koyuz heavy launch vehicles. less struts more fps Yo~
but the long stick still flex with stock SAS/ASAS tho.
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Does anyone else get the problem with MechJeb that the game freezes for a second to load it, then every 5 seconds or so freezes for a split second?
I do have constant stutters with KSP, adding MJ make it even more obvious.
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^ This ^ U are the man! orz
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That's a nice idea. I'm currently trying to crack the code to enable targeting at distances > 200m. If/when that happens, I'll look into making an ILS plugin! Thanks
pheeewww~ ILS <3
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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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Same.
Maybe you have too much fairing debris in orbit though.
I have just 1 interstage on my rocket. And i have set KSP persistence debris to minimal (if not 0) because of this but still the same.
NuclearFuel - Makes stock LV-N and RTG more realistic [16/12/13]
in KSP1 Mod Releases
Posted
first in, and cool!