Jump to content

prefim

Members
  • Posts

    62
  • Joined

  • Last visited

Reputation

1 Neutral

Profile Information

  • About me
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I just did some more testing based on the above comments. Put one jumpgate near the KSC. another in a 500Km orbit around kerbin. The 3rd in orbit around Duna. With the kerbin gate that high, I'm not seeing explosions on coming out of warp above kerbin. However once up next to the jumpgate, if I attempt to jump to Duna, it just puts me around kerbin again! so it looks like it might be two issues, 1) too close to the planet causes explosions 2) wont jump to another planet.
  2. Hi All, I am indeed the guy who made this (unless there's two tardis mods out there). I haven't looked at this since about 0.13 so I do not know how it might react. That said, it was very picky back then and I got around most problems by dropping weights and reducing drag. I should really redo this, better textures, more detail and more parts so it can be used in 0.17. Oh and to the guy with the mod, no problem matey. this was a real quick and dirty release so pick it to bits if you like. regards, Mat
  3. Of course, the mast is the one I haven't found yet. just heard the transmission! spooky!
  4. Can someone take a look at this image please. http://i.imgur.com/fcS6o.jpg Take a look at the map in the upper right to see where I am. I've gotten out the ship, all I hear is a very faint rumbling. Have I missed something? I gather the one near the south pole is the SSTV one and I believe the one in the crater is the face.
  5. Just gave it a try. kept having the engine fall off my ship after a KSC to orbit jump. turning on debug stuff solved that. when I jump to duna with debug on i get a two step jump. once to orbit, then another to a higher orbit both kerbin. I'm wondering if turning on and off the debug (via code) is a way to get around alot of the problems? I think its fair to say FTL is bending the rules anyway so a quick 'godmode on, godmode off' wouldnt hurt!
  6. I second that. glad to hear you are still onboard roland. Hoping a fix or alternative approach presents itself soon for you (and us all!). You might want to take a look at the 'teleport to target' feature on the ORDA docking mod. this seems to be pretty good at jumping (at least ground to orbital distances). I no bugger all about coding mods but I'm wondering if there is literally a 'move object to position' type command. I remember hearing of people moving the mun in early versions but it sort of makes sense to me to calculate the position of our target and move our ship to target (including some sort of offset so you don't appear inside it!)
  7. Seems since 0.17 the exploding to hyperjump ratio has swung very heavily in favour of explode! looking forward to an update of this as now we really need it!
  8. looking forward to the update theroland. would be nice to set some variables for where (based on the actual endpoint module location) you reappear. This would allow circular vehicles where you reappear through the middle (ala stargate) and mass effect relay stations etc. Hoping the wandering endpoint bug (if indeed it is a bug) is squashed as a permanent network of these will be just the thing for 0.17
  9. Hi Fellas, I tried this out last week. Initially very good. I put an endpoint around kerbin, mun, minmus and kerbol adn could jump back and forth with ease. After some game time had passed and a few reloads later. It seemed that the ship around minmus and mun forgot they were orbiting and switched to a massive orbit around kerbol so over time, they drifted away from the object and ended up on a huge orbit round the sun. Any ideas? Was great at first but as I say, after a few reloads its like just forgot! EDIT: to add more info, I use mechjeb to pilot the craft and have a number of the extendable solar panels on board which generate electricity. Could either of these be causing an issue?
  10. Hi All, I tried the parts pack on 15.2 recently but the toltrotor part was very floppy! it would allow the rotation of the part attached to it but it always seemed to be bent downwards to the ground like the part attached was way too heavy for it. Any ideas? is it just a cfg mod to be made?
  11. I think a bit of wee came out!! Exciting stuff guys! about to download and try now!!! ???
  12. well from what I can tell. it just does the same with different buttons. doesnt seem to be an actual \'rendevous with\' type feature. EDIT: Just found out my ship didnt have RCS fuel. what a noob mistake!!!! seems like its going to work a lot better now! ???
  13. For those that wanted it. 14.4 compiled version of rendezme.dll http://www.sendspace.com/file/ivtb46 seems to be placable on ship now. just ascending to test out now.
  14. Also looking to give this a go! or to get automated mechjeb type control added to Rincomp!
  15. Looking great! For craft like this, is there some way of describing the ships initial axis on the landing pad? i bet a plugin could be done for this to get away from the tail down takeoffs we are used to for regular rockets. Its what put the halt on my aluminum falcon project! Regards, Mat
×
×
  • Create New...