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Chase

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  1. So.... Who else is psyched for 0.29? :3 In short, it's gonna happen, nothing you can say or do will stop it (unless you somehow blow up the internet or something).
  2. Welp, my latest tests show that a slight increase in drag on one or two parts does not make up for the added weight of the nose cones still. So ignore my pull request. But you may still want to look over my bug fixes and slight optimizations.
  3. I ran a quick test against itself. A single solid booster gave more height with the nose cone then without across a sample size of 3 per (just aiming straight up), but that was against 5% rather then the 10% drag. I haven't tested the altitudes reached against stock, but I can do that. I will retest everything now, and publish the results here (or in the pull request).
  4. I ran a quick test against itself. A single solid booster gave more height with the nose cone then without across a sample size of 3 per (just aiming straight up). I haven't tested the altitudes reached against stock, but I can do that.
  5. Actually I forked your code and did the nose cone thing yesterday. I even built a simple copy in releases. See my pull request for full details.
  6. I look forward to your fairing/nose cone fix. For the nosecones, what I would do, is I would increase all drag by a certain percent (like 10-20%) unless it has something above it in the stack, and remove it if the item is "aerodynamic" such as a wing, or a nose cone. Perhaps 10% for each side that it has nothing on in the stack. So a fuel tank would have a 20% increase by itself, a 10% increase with a nose cone on one end, or normal if it has a nose cone (or something else) on each side. Which means the items with the most `extra` drag would be items on the end of a stack. The fairing issue is just the matter of finding everything within the fairing and removing drag for it (and somehow applying drag for the cross section of the fairing).
  7. No, not even white shock cones. It just a few hundred feed up, but at like 200 m/s, the nose started to slide off to one side, and then the entire ship flipped on it's side and became uncontrollable.
  8. I just want it so that if my rocket is perfectly symmetrical I can let loose with all the thrust I could ever want and not have my rocket suddenly flip out a few hundred feet up. Basically I just want it to be somewhat more forgiving, though I have no idea how to make that possible.
  9. PRESSING F5! FASTER AND FASTER! AAAHAHAHAHA!!! And by that of course, I mean, I hope it comes out soon.
  10. I know this is a bit outdated. But I am bumping it due to the massive outcry against Curse on this reddit thread: http://www.reddit.com/r/KerbalSpaceProgram/comments/26yqdy/rip_spaceport/ The site is still relatively unused. But is probably an acceptable alternative if you don't want to use Curse.
  11. Nice mod. Of course I don't want so many parts, so I went and removed a few. Like the combo shoots (which are a bit too much like cheating to me), and most the drag chutes, and the main stack (the large one didn't work anyway) chutes. Also the main cone chutes when deployed are kind of far enough apart that they bug me.
  12. With NexusMods' update, they now support any game, including KSP. NexusMods has the largest mod website for game such as Skyrim, Oblivion, Fallout New Vegas, Fallout 3, and so on. Which is not bad company. http://www.nexusmods.com/kerbalspaceprogram The site only has one mod on it at the moment. But as part of the NexusMods set of sites, it will likely have all the benefits of other nexus sites. Though their mod manager will likely never support Kerbal Space Program (unless that ksp site really blows up). I know most people here use SpacePort, which is fine, but another mod site never hurts. A NexusMods site is much better then the current SpacePort, however I can't be sure how it will compare to SpacePort 2 when it is released. Also, I apologize if this is off topic for this section, but this forum seemed to best fit the topic.
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