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Everything posted by futrtrubl
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The upgrade already happened in 0.4. 0.4.2 is fixing the issues that have surfaced since then.
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Not really a bug (it's designed so LS isn't needed below 50k on kerbin) but it is exploitable.... Perhaps below 50k it should be that supplies aren't used and timers are paused, not reset.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
futrtrubl replied to ferram4's topic in KSP1 Mod Releases
I would recommend you "unlock" (ie install ;'] ) Procedural Parts. This will allow you great tuning ability without being unbalanced.- 14,073 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
futrtrubl replied to Nereid's topic in KSP1 Mod Releases
Just want to point out that orange suit doesn't mean badass. Of the four initial Kerbals only Jeb and Val are badasses. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
futrtrubl replied to ferram4's topic in KSP1 Mod Releases
Stick an antenna on the front of the plane, that will help with that initial spike in cross section. Also don't be afraid to add low weight parts just for the smoothing they provide. You look like you have ~20 parts so you have a little leeway part count wise even for the lvl1 SPH.- 14,073 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
futrtrubl replied to nightingale's topic in KSP1 Mod Releases
Also volunteers for an editorial position.- 692 replies
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Interesting, because Ferram increases them in FAR and they do deflect more in real life. Responce time is much higher in KSP (instant) but there is a stock bug fix module for that, though that tends to cause issues with any autopilot, MJ, RT and sometimes SAS.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
futrtrubl replied to KospY's topic in KSP1 Mod Releases
Yes. It will say it is not compatible but you can ignore that. Or get the recompiled version a few pages back. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
futrtrubl replied to Starwaster's topic in KSP1 Mod Releases
Actually, I think I am wrong. I saw an issue with that in there but it may be completely unrelated. There are quite a few exceptions before the DRE exceptions and with the way plugins can interact I think I will leave it to the experts to diagnose.- 5,913 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
futrtrubl replied to Starwaster's topic in KSP1 Mod Releases
Yup, it's RPM, I was thinking USI tools. Fixed the post after you posted.- 5,913 replies
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Klaws also do some strange things. Destroy worlds, you know, small things.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
futrtrubl replied to Starwaster's topic in KSP1 Mod Releases
That will be JSI tools issue. It's alarmHeatIndicator doesn't look to be compatible with new DRE. I'll log a github issue.- 5,913 replies
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That IS crazy fast ;'] I would normally never have a purely orbital craft/stage with that much TWR as the inefficiency of a long burn is usually far outweighed by the inefficiency of lugging extra engine mass along. Having said that, if you are lugging extra engines around anyway it's usually better to use them, unless of course they are lower ISP or cause control or structural problems ;'] This is just to test if what I think is the issue actually is and it isn't a bug in MJ.
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Ahhhh, install Module Manager.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
futrtrubl replied to Starwaster's topic in KSP1 Mod Releases
This is awesome Starwaster! Now I may begin my campaign in earnest. Some questions regarding the above. Is there convective cooling? IE bidirectional flow. Radiative heating (and cooling), is that still to the interior or is that only for the skin now too? These would allow radiators and heatsinks to be built easily and realistically, even active ones if we make a plugin for active heat transport between interior and skin.- 5,913 replies
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"While I'm going sideways"? Why are you going sideways?
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All I can suggest is to try a very simple craft with high TWR, plenty of reaction wheel control and no flex and try a test rendezvous. At a TWR of 1 the burn shouldn't be longer than 10 seconds and at a start alt of 150-300km that should be close enough to instantaneous. See what your closest approach is then, and how much dV is required to "fine tune closest approach". Oh and before burning to rendezvous "match planes with target" of course so we don't have that complicating things.
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Procedural Parts. - - - Updated - - - If the engines think they are shielded they won't activate. Is that the issue?
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What version of MJ since you are using KSP 0.90? Support for an old version is going to be very sketchy. Are both orbits circular? If either of them somewhat eccentric MJ is going to have difficulties. What TWR for the craft? Low TWR craft will have trouble as maneuvers are assumed as instant changes of velocity and the less instant they are the more off they are. Even after all of that you will likely have to "fine tune closest approach" later. SoIs are big, spacecraft aren't.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
futrtrubl replied to RoverDude's topic in KSP1 Mod Releases
Got enough fuel for it? Are you high enough? Give us enough info straight off for us to help you. Doling out info in bits and pieces means people have to keep track of multiple conversations at once. -
If it is then you probably don't need anything better.
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