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futrtrubl

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Everything posted by futrtrubl

  1. The upgrade already happened in 0.4. 0.4.2 is fixing the issues that have surfaced since then.
  2. 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.
  3. I would recommend you "unlock" (ie install ;'] ) Procedural Parts. This will allow you great tuning ability without being unbalanced.
  4. Just want to point out that orange suit doesn't mean badass. Of the four initial Kerbals only Jeb and Val are badasses.
  5. 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.
  6. It is actually far easier to work with FAR (hohoho) than with stock aero for predictions. FAR's code is known at worst and at best it will tell you what you want to know if asked nicely. Stock.... isn't and doesn't.
  7. 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.
  8. Yes. It will say it is not compatible but you can ignore that. Or get the recompiled version a few pages back.
  9. 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.
  10. Yup, it's RPM, I was thinking USI tools. Fixed the post after you posted.
  11. Klaws also do some strange things. Destroy worlds, you know, small things.
  12. That will be JSI tools issue. It's alarmHeatIndicator doesn't look to be compatible with new DRE. I'll log a github issue.
  13. 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.
  14. Ahhhh, install Module Manager.
  15. That is the difference. In the old FAR parts with an exposed stack node would have extra drag based on that node's size. That is no longer necessary in nuFAR. It may be necessary in new stock however, I'm just not sure.
  16. 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.
  17. "While I'm going sideways"? Why are you going sideways?
  18. 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.
  19. Procedural Parts. - - - Updated - - - If the engines think they are shielded they won't activate. Is that the issue?
  20. 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.
  21. 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.
  22. If it is then you probably don't need anything better.
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