Jump to content

Phos

Members
  • Posts

    8
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

676 profile views
  1. Ah the pistons, I forgot about those, I guess I haven't really used them so I'm not sure how strong they really are. Thanks, a good temporary solution so I don't have to keep launching these things. I found some mention of obstruction but it was mostly in the context of spaceplanes so I thought that might be referring to something's collider clipping into the engine bell. Thanks for the info.
  2. Is it possible to change the name of the poodle without breaking anything? It seems weird for its name to still recall the RL-10 when it's based on a completely different engine.
  3. I'm building an asteroid tractor, and I'm not sure how picky KSP is about an engine's thrust having a clear path away for the vessels. Does it not care if I'm "blowing into my own sail"? Does KSP even pay attention to this? Are tractor style asteroid movers better at avoiding floppiness? My pusher designs so far have had a hard time with the class E asteroids, it wouldn't be as bad if there were a way to avoid autopilot induced oscillations, but here we are.
  4. Poking around the Github it looks like this mod handles ReStock but I think I'm just getting the Restock effects, I THINK the NERV is working as expected but I haven't seen what it looks like with just Restock. First one is 5 vectors, second one is a Rhino.
  5. Was the NERV's effect supposed to get smaller? I think it got smaller but I don't have the previous version installed to check now. It's not sea level small, I was able to double check that, but it doesn't seem like it lines up with the engine bell now. I do want to also mention how much I like having shock diamonds in KSP, I installed it just a day or so before this recent update so I don't exactly have the old version burned into my mind: I think when I installed "Stockalike station parts redux" it put those funny half shrouds on, but I'm pretty sure I had larger NERV plumes before. Anything else you need to know?
  6. I downloaded the "master" zip, and seeing no branch labeled "release" I assumed that's what master was, because the readme still described it as the same version number. I guess it hasn't been updated yet?
  7. Ok, for some reason, trying to reproduce Salawat's problem fixed mine. If I'm interpreting what's happening here right, It seems if you don't go through either the garage or making a new game (not sure which) once, something doesn't initialize.
  8. I'm not sure if the dev build fixes this (cause I don't know my way around github and can't find anything labeled "dev build"), but... taking a fresh KSP install, adding FAR, then launching the scenario where jeb is a bit away from his capsule, bring your periapsis down to about 35k, drop the engine gives you entry heating but doesn't actually slow you down, no G forces are registered and your obit doesn't change.
×
×
  • Create New...