mindstalker
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Everything posted by mindstalker
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Tailfins at great for stability but they suck for turning. Tailfins skid the back of your rocket sideways, they don't really "turn" your rocket. Try putting control fins in the middle close to the center of mass. and have none control tail fins for stability. http://www.aerospaceweb.org/question/weapons/q0158.shtml
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How long is your average KSP play session?
mindstalker replied to ShadowZone's topic in KSP1 Discussion
Usually until I've completed "something". So much time spent on design and reverts that I often feel that if I stop now I've gotten nowhere. -
driv As we don't have acccess to you c drive we can't see that upload to imgur first.
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Background Processing 0.4.4.0 [KSP 1.1.3]
mindstalker replied to jamespicone's topic in KSP1 Mod Development
I discovered a bug in BackgroundProcessing. It will drain resources from locked tanks. -
[1.1.2] [v0.4] Resource Details in Tracking Center
mindstalker replied to avivey's topic in KSP1 Mod Releases
Any thoughts on integrating this with BackgroundProcessing? I don't think you'd actually have to integrate it at all, just allow for some type of polling? Right now if you have Resources actively draining/filling from an unloaded ship you have to alternate between clicking on different ships to see a changing resource. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
mindstalker replied to Claw's topic in KSP1 Mod Releases
Not sure if fixable. But wondering if you could look into the issue that the new SAS vector following code only uses reaction wheels for control. If you build a ship with OKTO2, and RCS or Fins, but no reaction wheels. And try any new SAS feature besides stability it vibrates all over the place and doesn't work. -
If you use just torque it should work well. If you add RCS or fins, the new vector locking doesn't work. It seems to estimate the amount of movement a particular trim will impart based upon reaction wheels only.
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Easy, go into tracking station. Put mouse on very top to change filters, click on the left most filter to turn on debris. Find the decoupler that you just staged (I would use the map rather than the menu though it should be on the bottom of the menu as its generally sorted by time), and select the destroy that debris.
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Devnote Tuesdays: The Really Hot Edition
mindstalker replied to SQUAD's topic in KSP1 The Daily Kerbal
Or, Or they hire a large team of tester and REALLY put the game though its paces internally. This could mean a 1.0 release that is mostly bug free and its being a "whole new game" for old players and new players alike. Having a 0.95 release would mean that 1.0 is a no big deal release for many as it doesn't include many new features. If they also purchase a decent advertising campaign to go along with it, their 1.0 release could mirror that of a AAA game. -
Please, PLEASE release KerbalEDU's mod for normal players.
mindstalker replied to Whirligig Girl's topic in KerbalEDU
What if you considered KSP a game-engine. If I buy Portal, I'm also buying in some small way the Source Engine "game'. Of course what is left of half-life or whatever has been completely stripped out. KerbalEDU didn't competently strip out the rest of the KSP game, but they easily could have and what you would have is essentially a rocketgame engine. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
mindstalker replied to godarklight's topic in KSP1 Mod Releases
Call me officially confused. If I download the production version it tells me it needs 0.25 to run when I launch in 0.24.2 (and it works on 0.25) If I download the dev version I can't connect to most of the servers out there. Am I missing something? -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
mindstalker replied to qfeys's topic in KSP1 Mod Releases
I was wondering (sorry haven't tried it yet). Does this mod properly control thrust for engines above the center of mass? I've found the stock game when thrust vectoring side mounted engines above the center of mass, the game thrust your engines in the same direction (should be opposite) as it does when below your center of mass. With reaction wheels turned off, this causes your steering to be reversed. With thrust control on and and vectoring and reaction wheels off, does this control in the proper direction for above CoM side mounted engines? -
Trigger a part's action from code?
mindstalker replied to Diazo's topic in KSP1 C# Plugin Development Help and Support
Edit: Nevermind, this is a way of declaring actions, you are looking for a way to finding and triggering another parts actions. I've found an easier way to do this, inside the partmodule [KSPAction("Deploy", KSPActionGroup.None)] public void DeployAction(KSPActionParam param) { this.Deploy (); } [KSPEvent(guiActive = true, guiName = "Deploy")] public void DeployEvent() { this.Deploy (); } public void Deploy() { //code } [KSPAction("Deploy", KSPActionGroup.None)] goes infront of the function you want to trigger with the parts "Deploy" action (or whatever you want to call it) [KSPEvent(guiActive = true, guiName = "Deploy")] goes infront of the rightclick on part menu while in flight. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
mindstalker replied to TehGimp666's topic in KSP1 Mod Releases
Why not just make the system shared when you start the first stage. Rare that two people would launch at the exact same second (unless your talking MMO) and if they do, they blow up, it would be a very rare but hilarious happening.
