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kermit

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Everything posted by kermit

  1. something to look at might be the code for the magicSmoke rotator rings, which work in 0.21.1 and might give some guidance how to make the CMGs visually rotate.. that or the mapsat dishes..
  2. hey there, I had a chance to test out the RCS update you released the other day, by and large it works great. I made a linear 2 component station (with an connection adapter in between the two), which had a total of 4 rcs rings (one at each end of the station modules). It all works pretty well, but the RCS only rings only seem to fire on pitch and yaw, not roll. The station can still roll fine but just not through rcs. any thoughts why that might be? I can upload a screenshot of the station design if that will help you out.
  3. I absolutely love this mod and would be happy to help test out an update with the built-in rcs for you if you upload it somewhere I can get to. On a separate note, 0.21 for me has been very buggy.. mainly due to running out of ram every couple of flights due to too many mods. While you've been working on this I've dropped the FusTek station parts to make the game a little more stable, the more parts and textures the quicker it is to crash. I guess I'm wondering if there is any way to reduce the memory footprint of this mod? I'm happy to help test any updates you put out, but maybe having a lower res option perhaps might reduce the memory footprint somewhat? Not sure if that helps you..
  4. I see there was an update yesterday to this, but ksp 0.21 came out just today.. I love this mod, but when I tried loading it up today in a new save and loaded one of the station parts as the first part KSP locked up. This was before I got the new mechjeb though.. so, I'm wondering is this mod safe to run in KSP 0.21? anyone else tried yet?
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