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Everything posted by illectro
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
illectro replied to sirkut's topic in KSP1 Mod Releases
Indeed, and furthermore the developers have to be careful to keep a distance from mod code to insulate themselves from claims of plagiarism if the features get implemented in the core game. And seriously the parts introduced by this mod are near the top of my list for what I'd like added. I haven't read the whole thread, but have you talked to Ferram since he clearly looked deeply at the physics and had some ideas on what needed changed? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
illectro replied to sirkut's topic in KSP1 Mod Releases
Glad to hear some progress is being made, this is one of my favourite KSP mods, it's pretty much essential to my current series. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
illectro replied to ferram4's topic in KSP1 Mod Releases
So, I'm having to install and uninstall KJR a lot right now - here's a couple of videos showing the symptoms: I'm still going to be stuck on 0.23 until Infernal Robotics is fixed, so I don't expect changes to be backported or anything, but maybe you know of a magic config tweak that will stop the panel oscillations.- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I did a test for this hypothesis, I reasoned that if this were the case then reducing the drag on the part would reveal the breakage due to the acceleration without the rest of the associated destruction. With drag set to a much smaller level nothing on the rocket breaks. Is this a reasonable experiment.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
It's not related to staging, but I can see in the FAR flight details that the terminal velocity goes from 500+m/s to 2 m/s the instant before the rocket tears itself apart, it's a really curious behaviour.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I'm experiencing an interesting form of RUD and before I go talk about it on video I'd really like to clarify what's going on. I'm trying to launch the largest microwave transmitter from KSP interstellar, now this thing is huge but folds up enough to fit inside a 3.75m faring. Outside of the fairing it appears to make drag calculations based on its deployed state which is so huge you can actually use it as a parachute, so you need to stick it inside the an aerodynamic structure to make it move, but quite often during launches it appears that FAR decides that it's no longer protected by the shroud, whenever this happens the sudden addition of drag will tear the rocket apart. So I'm wondering how FAR is making this decision, is it just that the payload is wobbling too far laterally and pokes just a little bit of the model through the shroud and suddenly making it calculate drag for the whole object or, is the faring perhaps splitting apart at the nose a little and drag being applied that way, or is this another hilarious bug. It's pretty spectacular when it happens, and it'll make for good video, but I'm really curious for the mechanics.- 14,073 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
illectro replied to Cilph's topic in KSP1 Mod Releases
So I managed to run some tests for a while with the hotfixed DLL, the epic crash bugs never showed up, perhaps something else being updated moved enough bugs around that crashes never happened. But enabling remote-tech would leave me with a bunch of dead spacecraft, they have the hardware but no way to actually enable it because of comms restrictions. Is there a sane workaround? -
Kerbal Kommunity Meetup at GDC - Wednesday March 19
illectro replied to Rowsdower's topic in KSP1 Discussion
Count me in! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
illectro replied to stupid_chris's topic in KSP1 Mod Releases
That's not the case here, the zombie parts are all the realchute items. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
illectro replied to stupid_chris's topic in KSP1 Mod Releases
It's possible, but I went back and followed the instructions exactly to install the base realchute and the modulemanager files. I get a duplicate 'unresearched' entry for every item, if I go to the R&D lab and research these they get added to the save, but then I get another list of unresearched items. Everything appears to function, but I get piles of greyed out items. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
illectro replied to stupid_chris's topic in KSP1 Mod Releases
Is there some way to fix the unresearched items in my tech tree that realchute introduces, I end up with duplicated items that are greyed out, and I can go to the R&D lab, research them but they still remain unreserched in the VAB. If there's an easy fix it should probably be in the FAQ at the start. -
[discontinued] Minimum Ambient Lighting v1.2.4
illectro replied to Red3Tango's topic in KSP1 Mod Releases
This is exactly the kind of thing I need, sometimes I can't ensure that events take place on the daylit side of kerbin. -
Has anyone with my set of mods managed to get a working solar power station beaming megajoules? Whenever my test station (Panels, engine, probe, radiators) gets close enough to the sun to generate megajoule range power outputs the UI locks up and won't let me control the vehicle, it's like I'm stuck in timewarp. I tested this in a spare savefile and it refuses to work.
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Found more interesting ways for my game to lock up when I combine mods.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
See this is why you're writing this - you actually have a clue Incidently I'm encountering an odd behaviour on OSX - where the game hangs when I try to launch something when I have FAR installed (only mod) and I'm on battery power. 0.22 + FAR works fine, and 0.23 without FAR works fine. This is on Mavericks too.- 14,073 replies
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This is what I've been looking for, just to add small the occasional small body to the game - hope it works!
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Now-defunct-thread-that-should-not-appear-in-google-search.
illectro replied to Cilph's topic in KSP1 Mod Releases
It sounds like you're describing a different bug to my problem, no decoupling or detaching is involved, just flying. Regardless we'll see how the replacement dll works. -
Now-defunct-thread-that-should-not-appear-in-google-search.
illectro replied to Cilph's topic in KSP1 Mod Releases
At this point I'm having to add and remove the RemoteTech dll between sessions, if I'm working in deep space then I need it installed, if I'm in the atmosphere then I remove it otherwise my game crashes after every flight -
Now-defunct-thread-that-should-not-appear-in-google-search.
illectro replied to Cilph's topic in KSP1 Mod Releases
I had the dupe issue, which I can handle, but right now I've got some other problem which causes the game to crash, so RT is disabled for now. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I was actually starting to write a script for a video tutorial, but I've run into a few things that aren't documented (like, what unit is 'Density' in the Data & Stability Derivatives page).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
It's a by product of simple physics in a cartesian coordinate system.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I'm planning to split the vehicle into 2 autonomous sections, the odds are the aerodynamics will overstress the whole ship so just deal with it in advance. Anyway, With RT2 removed things appear to be working just fine for now, well at least I managed one flight without a crash, we'll see how it stands up to repeated abuse.- 14,073 replies
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