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Cairan

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Everything posted by Cairan

  1. I just noticed I have the same issue ... I'll try to see what could cause problems later this week on my side but my mod list is pretty extensive...
  2. I was AFK for a while, but oh boy I am glad this thing kept rolling!
  3. I second the idea of multiplicating soylent starter in lab modules... And require a level 4-5 scientist too ...
  4. Here's the description of the issue... This happens with every vertical stack I've used so far, so I made the one above specifically to test the issue. The center engine is in Manual Control. The 3 RAPIERs are defined as Main Engines. As soon as I activate TCA, it cuts out all of the Main Engines to a thrust limiter value of 0. However, if I wiggle the Vertical Speed Slider to define a vertical speed then push it all the way to the Set point: OFF setting, it sometimes works to reignite (non-null thrust limiter values) and balances the engines.
  5. Ok I just tested with a craft in the SPH instead of the VAB... I think I misunderstood the purpose of this mod ... This mod does not seem to balance correctly vertically launched vehicule stacks (like Buran / STS) ... Right?
  6. How about using an average of the last 10 physical ticks? It would only prevent RCS PWM for a very short period on initial vessel load.
  7. I am puzzled ... I've downloaded the latest version, but whatever the craft I am using, it kills the thrust levels to 0 while pushing the throttles to 100% ... unless the engine is in manual control. Has anyone experienced something similar? - - - Updated - - - How about pulse width modulation? If you PWM the RCS over a total cycle of say 0.5 seconds, that could work...
  8. I've been scratching my head ... seems that my recovered distance is always 942.48 km unless I am smack on KSC... I'm pretty sure this might be a KSP bug rather than a Stage Recovery one, but given the experience of people on this thread using this mod, I wondered if anyone else had such an issue. If not, I have no idea which mod might otherwise be interfering with the range calculation. Edit: Seems like Kopernicus was the culprit ... If anyone else runs aground on this issue, check that you have the latest version of Kopernicus / OuterPlanets, a wrond distance from KSC is -not- a result of any issue with Stage Recovery
  9. I've been doing some tests, and correct me if I'm wrong, but unfortunately it seems the KSP-I radiators do not shed stock heat... How could we add stock heat rejection to the KSP-I radiators? Not knowning the internals involved, I'm just laying this here, I'm sure others have commented on the stock heat issue and the fact we have those big nice radiators not helping out. BTW, I had not installed KSP-I in almost a year, it's wonderful that it's been upkept and upgraded for the 1.0 release!
  10. Just a side note, the greenhouse should also be a directional light source on the side the shutters open, it looks kinda weird and unnatural otherwise. Other than that, +1 for this very useful mod.
  11. I am -so- happy you upgraded this! Now I just need to write up some converter config files to convert "Supplies" to Food, Water and Oxygen and vice versa for RoverDude's split from the TAC-LS resources with his Mulch/Supplies simplified model...
  12. Here's my creation inspired by an animated series from my youth that my 5 year old son also enjoys. Behold the Great Condor ... It has a Mk 3 cargo bay opening on the ventral side, rotates at about 60 m/s with a built-in positive angle-of-attack during ground roll. It includes lots of airbrakes and the large landing gear is configured to maximum braking force. Flaps are also included, with an inboard and outboard set. Canards were also added mainly for low speed handling on landing. Great Condor Gallery Link to stock only .craft file soon...
  13. Thanks a million times for updating this for the ReleaseVerse of KSP 1.0 !!! This is on my Top 5 must-have mods list!
  14. I am SO glad this is staying alive in the ReleaseVerse of KSP 1.0! Thanks a million!
  15. Wiki is offline too now ... My bet is 0000 UTC.
  16. Call me harsh, but even Manley is not up to it. I've left the Twitch broadcast never to return. Just too painful. See you on the other side of 1.0.
  17. I have to agree with the OP and most opinions critical of the "1.0 Launch Marathon" ... Seriously, it's okay to have, for dramatic purposes, ONE streamer getting all excited at the new features like a kid on Christmas Day, but I did not wanted to watch someone fiddle helplessly without knowing even the most basic features added way back in 0.24.x... Fail indeed. It all rests on Manley at this point. - - - Updated - - - Indeed, now that he has actually -played- the game a few hours...
  18. At the dawn of 1.0, I just wanted to say thanks for the KSO developpers, and that this mod needs to make it into the KSP-ReleaseVerse... It's the favorite parts my son uses in his rockets
  19. Indeed, I think they don't model ground effect yet... On that topic, neither does FAR/NEAR I think... That would be a nice addition to implement the ground effect, the equation for that isn't too complicated looking at my precious Introduction to Flight hardcover (Anderson).
  20. Great, I was looking for something like this for small outposts... MKS/OKS is great but sometimes you just need to stretch it a little for base camps...
  21. A lot of real life astronauts have actually taken interest in science and space because of Star Trek... Among the list I can type from the top of my head: Chris Hadfield Mae Jemison Interesting article on the subject here.
  22. His last Twitter entry ever is so fitting: I propose to HarvesteR and the team to include an easter egg memorial somewhere on Laythe, like they did for Armstrong... How about a photon torpedo casing like in Star Trek III: The Search for Spock?
  23. Indeed, I think Regolith + MM is going to be the way to go. RoverDude is probably going to get involved, I already talked with him about adding some refinements to the breeder output and he was interested. The keyword here is: do not spawn too much new resources. If only we could specify a conversion rate in terms of percentage of resources instead of absolute values, this thing would be done in an afternoon.
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