

GentlemanJack
Members-
Posts
53 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by GentlemanJack
-
ARM Pack [0.23.5] Mod Compatibility Thread
GentlemanJack replied to DMagic's topic in KSP1 Mods Discussions
Infernal Robotics .14 is out and working fine -
Now-defunct-thread-that-should-not-appear-in-google-search.
GentlemanJack replied to Cilph's topic in KSP1 Mod Releases
Possibly, since the probe i was doing the burning with had the atomic rocket engine. The delay was only .3 seconds but i wanted to test it out at minmus. -
Now-defunct-thread-that-should-not-appear-in-google-search.
GentlemanJack replied to Cilph's topic in KSP1 Mod Releases
How do i make the engine shut off after the input delta v has been burned? Do i have to make a command to stop it? -
Now-defunct-thread-that-should-not-appear-in-google-search.
GentlemanJack replied to Cilph's topic in KSP1 Mod Releases
Do i have to hit "enter" once i put the delta V in the box? Even if i just put in the delta v and click burn, it says that it'll make the burn at 100% throttle and the amount of delta v i put in. -
Now-defunct-thread-that-should-not-appear-in-google-search.
GentlemanJack replied to Cilph's topic in KSP1 Mod Releases
Yup. I tried 10m/s. I also tried 10 m/s. Seems the only thing that does turn the engine off is if i type it in in seconds. That's not as accurate as the actual delta V input though. -
Now-defunct-thread-that-should-not-appear-in-google-search.
GentlemanJack replied to Cilph's topic in KSP1 Mod Releases
I've got a problem with the flight computer but it's my first time using it so i need some help. I set a delay right before the T - (insert half mark here) of the T- to node. I then set the throttle to 100%, set the required delta V to make the burn and click "burn". I reach the T - half mark. Engine starts up, does the burn, but it doesn't shut off. Do i need a separate command to shut it off? I thought the inserting of the delta V just made it burn that amount and not more lol -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
Dont have to be a douche about it. I asked nicely, coulda just said no. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
I guess that's a no -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
There an estimate on how much more time this will take to fix? Not trying to rush or anything but i'd hate for .24 to come out before IR is fixed for .23.5 xD -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
Cant wait to come home to the beta of this. Even the beta has me excited. Although i will be playing with my 15 or so mods -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
Hell yea!!! This has been THE mod for me and i can't wait to have it in my asteroid adventures. Hope you'll have this fixed very soon. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
Took the SRBs off. Still does it. TWR without SRBs is 1.69. I'll try using a single engine instead of the cluster. Edit: Seems that fixed the issue. Didnt know an overpowered rocket was a thing. Thought the more TWR you have, the better.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
FAR hates my rockets. Any rocket i build that is perfectly aerodynamic just likes to flip whenever i go to do my gravity turn at the start. It starts cartwheeling in mid air and it's really frustrating cause the rocket design seems fine. http://imgur.com/2wsKwVv- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
GentlemanJack replied to sirkut's topic in KSP1 Mod Releases
Oh boy i cant wait till this mod is fixed. On my list of top 3 favorite mods. Take your time Sirkut, i love this mod. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
Alright, i fixed by descent problem by moving the wings a bit back and making sure all the fuel is pumped to the front when coming down. Thanks everyone!- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
Ok, i'll play around with it.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
Ok so my CoM is a tiny amount behind the Col around the descent stage. My fuel is still about 20% full at the time i reenter and toggle my air breathing Sabre engine. Should i fix this by moving the wings slightly back to compensate for that? Here are a couple of pictures of the plane. http://imgur.com/8L0a4CA http://imgur.com/F7UDsWO- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
The fuel should be fine i think, i'm using TAC Fuel Balancer to help with CoM change. I mean it seems like it's something to do with the control surfaces. They just lock up in mid descent and my craft is sent into an uncontrollable spin, FAR says it's a stall though. I should say i'm also using Deadly Reentry- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
The problem is that the same design worked fine landing BEFORE i had installed FAR and after i installed it, the landing was completely uncontrollable. I'll try removing wings as you suggested and looking over the design again. I can post a screenshot if you like with the CoM and CoL. Both are fine- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GentlemanJack replied to ferram4's topic in KSP1 Mod Releases
Is it possible to turn FAR off temporarily in-game? After i get up into orbit with a B9 spaceplane i designed, i do what i need to do and then make my retro burn to land at KSC. However, FAR likes to ruin my design and make it stall and spin uncontrollably. It is at no point in the descent through the atmosphere that it is stable. I will mention that when i am taking off from KSC in the plane, it is perfectly fine. Please Help- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: