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Reddot99

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Everything posted by Reddot99

  1. Out of curiousity, how'd you get it to detect the presence of the modules? (also, dropbox says file's missing).
  2. That would take a whole new section of code, I think. Might be wrong though.
  3. If you've got dropbox or the like, could you put the .blend files of existing parts up there? I really would rather look at how it was done there, rather than bungle my way to a finished part from scratch.
  4. Where's it now? So I can put it into the one in the dropbox link that's on the front page.
  5. Well, my thought for a fix would then be to act as if everything above the 'autostage stop at' is gone, in the delta v calculations in the node execution code, (I'll have to look at that area, I haven't looked in there yet). Edit: Yeah, this seems to have been a to-do in that area of code, actually.
  6. Stupid question, but do you happen to be out of RCS fuel?
  7. Actually, I'd advise adding 'autostage settings' to utility window or somewhere, and make sure it's set to stop at the stage number before your cargo.
  8. In theory, it should be valid already (unless you're using FAR), since it's just increasing drag, biggest issue is that if you get velocity to near zero, the chutes will cut themselves off,
  9. Looking at source code, I see KASModuleTimedBomb.cs ... Why do I suspect Kospy's working on detpacks?
  10. I haven't seen anything from Lack since the forums came back up :/
  11. As was noted on the front page, the multipatch's dll is broken slightly, use the one from https://www.dropbox.com/sh/djj3ptsqm8efmtg/fBH1UxbBxK My attempts at aerobraking with drogue chutes near Eve tend to end in the orbit decaying almost completely, but that might just be LLL parts and FAR conspiring against me,
  12. The monodevelop build that is packaged with unity is plenty to do it,
  13. There's a simple reason for that, the stock probes have a built in power reserve.
  14. My first suggestion is to add an NRG for backup power, which oughta be enough to at least keep the controls active.
  15. Oh, lemme add the part to the dropbox link, Edit: Done, but it's the older one with the command module in the part still. The folder 'GameData' has everything you should need for mechjeb to work.
  16. It's quite FAR compatible, just the rectangular shapes means more surface area and thus more drag.
  17. Would be nice to have it try to setup a stable orbit if you set rendezvous at a moon or something, I think. Anyhow, just a thought.
  18. Perhaps I oughta add something to end rendezvous on SOI change...
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