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doubleg

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Everything posted by doubleg

  1. I think that should work, but if it doesn't Here's the first portion of my encounter finding script (the second half is refining the encounter) I know using a break statement like this works. set x to 1. declare parameter delta. add node(time + x, 0, 0, 870). //Added so there will be a node to remove in first loop. until encounter = "Mun" { remove nextnode. add node(time + x, 0, 0, delta). if encounter = "Mun" {break.}. set x to x + 5. }.
  2. Since we're on the topic of g-force does anyone know how to increase the g-force tolerance of a part? I've got a VTOL craft whose air intakes reliably but seemingly randomly exceeds g-force while hovering. It's quite puzzling since my planes fly at 100's of m/s and their intakes remain intact.
  3. Hey love the plugin! I've been automating everything haha! I'm not sure if this is the place but I've found a small bug that you might be interested in. As you know volume 0 can be accessed when in close proximity to Kerbin. As such, i often launch my ships then work on a landing script from LKO. Apparently however if you have an eliptical orbit (my new launching script needs some work ) then you can start writing a script to volume 0 at the low point of the orbit, however if you drift out of range of volume 0 while writing said script then when you save and exit your script will have been lost since the file can't be saved to volume 0. Unfortunately you don't get an error or anything so you assume your script was saved until you try to use it and find it missing from volume 0. Also, on the readme it says "prograde" "up" and "retrograde" return vectors, however vector commands don't work on them (i.e. prograde:x). Although it looks like "directions" are a way to bypass this. Once again, awesome job on this mod. I really like how I can automate tasks without feeling like I'm cheating. I can't wait to see what comes in the future. Also I'm running 0.7 so if any of these are fixed in .82 ignore my post. For some reason .82 doesn't allow me to lock steering or thrust as I've seen a number of people report.
  4. Hey whatever floats your boat (or rocket). It really comes down to how you want to play it. I think like mods that expand KSP, but at the same time keep it challenging. I have Deadly re-entry, FAR, and Ioncross all three of which make KSP much harder, but I also have mods like Kerbal flight engineer, mechjeb (my rule is i can only use it on unmanned flights), and Kerbal alarm clock. It's about what's fun for you.
  5. I seem to be experiencing a bug where all my planes spin and die... haha just kidding (the bug part - many of them really do spin and die...). I do however have a question about air breaks. I've put a couple on some very lightweight craft and played with the deflection angle but I don't seem to be creating much more drag. Does anybody have any tips about making effective air-breaks? I've noticed that with deflection angle of 90 the control surfaces don't move the full 90 degrees but I'm guessing that is just visual?
  6. Great Mod. I've been using it for a while in conjunction with Kethane and I'm loving it. Two thing I've noticed however is that the planet's ore doesn't seem to deplete when I drill either (not a big deal for me since there's something like 45 million tons in my current location so I'd never run out either way). Also I tried setting up a launchpad on Minmus but launched vehicles would always fall through the surface of the planet if they were even the slightest bit heavy (the biggest I successfully launched was a one man rover but I didn't test much since I was mainly interested in launching heavier craft which all fell).
  7. My problem with squad's talk of expansion packs and dlc is that they haven't adequately defined what the finished KSP will be. Basically they're asking customers to buy their game with all future "updates" included, but haven't defined where the break between expansion and update is. I think it's just been bad communication where Squad either doesn't have a very clear view of the distinction themselves or doesn't want to tell users what they plan to include and feel obligated to implement features that they might later decide to scrap. In my opinion having a dlc system with a game that has the buy while in development minecraft/cortex command business model was a bad idea and was bound to cause problems. That said I would still probably buy an expansion pack if it greatly expanded the game and wasn't something that is an immediately obvious addition (*cough* multiplayer *cough* *cough*).
  8. I have a ship that I've launched that for some reason doesn't appear in my VAB menu (I swore I saved it, but I guess not). The auto-save ship has long been overwritten since I've done a number of missions since, but the upper part of the ship is still in my game and is on it's way towards Kerbin escape is there any simple way to easily recover that ship file? I'd really rather not re-build this one since it's a ship with over 9000 m/s (after establishing LKO) which is accomplished mostly through ridiculous amounts of asparagus staging.
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