acerola
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Everything posted by acerola
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In the current version, 1.3.1, the AGU is very hard to use. Specially in missions where you need to recover parts from space. The problem is that it requires a very small angle range to catch the target. For big ships or asteroids, it is not hard, but for small parts, it is. In the part.cfg, I changed captureMinFwdDot to zero. Now it works just fine for grabbing floating parts. So, I suggest that this parameter should be lowered. Maybe it does not need to be zero to work, but it needs to be lowered.
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Why isn't this a sub-orbital flight?
acerola replied to acerola's topic in KSP1 Gameplay Questions and Tutorials
Tried that, but ran out of fuel. I am going to wait a bit longer until these bugs are fixed before coming back to KSP. Thanks all for the help. -
Why isn't this a sub-orbital flight?
acerola replied to acerola's topic in KSP1 Gameplay Questions and Tutorials
Situation: SUB_ORBITAL It seems the information tab recognizes it is sub-orbital but the contract tab doesn't. -
Why isn't this a sub-orbital flight?
acerola replied to acerola's topic in KSP1 Gameplay Questions and Tutorials
Tried that. Didn't work. -
Why isn't this a sub-orbital flight?
acerola posted a topic in KSP1 Gameplay Questions and Tutorials
Why isn't this a sub-orbital flight? -
[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)
acerola replied to acerola's topic in KSP1 Mod Releases
Works fine in 1.0.2. -
MechJeb Dev 453 is a bit buggy. I tried a clean install of KSP and MechJeb 453 with no other mods installed. Started a new sandbox game. As soon as I place the AR202 on my ship, the debug windows gets spammed with NullReferenceException. 452 and 451 also have this bug. 450 doesn't have this bug, but it is also unusable due to other bugs. So it seems that 449 is the latest "stable" version.
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PreciseWarp gives you more control over the physical time warp feature of KSP. Standard physical warp speeds up time, but also reduce simulation accuracy. With PreciseWarp, you can control speedup (timeScale) and precision (fixedDeltaTime) separately. You can also pause the simulation and still be able to issue commands, create nodes, etc. Increasing timeScale will speed up time. But this demands more CPU. So, there is a limit on how fast you can go. Increasing fixedDeltaTime will reduce simulation accuracy, so your ship might break up if you increase it a lot. On the other hand, it also speeds up time, up to what is set in timeScale. So, the key is to find a balance between the two. Download: Dropbox Source included in download. License: MIT
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Great to see that this mod is still being maintained. I have a feature request. There is another mod called Time Control that features high physical warp but without sacrificing physics accuracy. It's called hyper warp. But unfortunately it is no longer maintained. I would love to see this feature implemented in BetterTimeWarp.
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
acerola replied to WaveFunctionP's topic in KSP1 Mod Releases
Interesting mod. Gonna try it right now. If you don't have EVA unlocked, does it still collect the data into a command pod? -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
acerola replied to blizzy78's topic in KSP1 Mod Releases
Great. Thank you. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
acerola replied to blizzy78's topic in KSP1 Mod Releases
Is it possible to add or remove one orbit, similar to the stock button? If not possible, than I would like to suggest that feature. -
[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)
acerola replied to acerola's topic in KSP1 Mod Releases
Yesterday I arrived at Duna at 1,000,000 warp. When I switched back to 1x, my ship exploded. The log said "collision with lauch pad". It is random, so remember to save before engaging higher warp rates. -
Mechjeb's works fine even when staging occurs while executing the node. But it fails sometimes if your ship is wobbling a lot. Use struts. - - - Updated - - - Is there a way to shift the time of the maneuver node so that it lands in the same spot, but in the next loop of the orbit? There is a button in stock KSP that does that. Can it be done with Mechjeb?
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Too bad it doesn't work in 1.0.2. I hope an updated version gets released soon. Meanwhile, I went back to my old mod, which surprisingly still works. http://forum.kerbalspaceprogram.com/threads/64804-1-0-2-WarpUnlocker-v1-%28faster-time-warp-no-altitude-restrictions%29