japa
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Everything posted by japa
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
japa replied to blowfish's topic in KSP1 Mod Releases
Are the source files for the models (not the .mu files) available anywhere? I want to try my hand at making a bridge for the HX parts, and having something to reference would be helpfu.- 641 replies
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Is it possible to have a part that modifies the orbit of a vessel when it's outside the sphere of influence? Specifically, I want to have a balloon part that keeps the vessel in place in an atmosphere, even when the focus is somewhere else. I imagine the behavior would be similar to when a vessel is landed.
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Little bug report: the transition model between the HX parts and LLL no longer matches up. - - - Updated - - - Actually, CKAN doesn't install bundled dependencies, even if they're in the zip. At least if it's added to the repo correctly.
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I'm trying to use Tweakscale with Lack Luster Labs, and for all the parts, the only sizes available seem to be 0.5x, 1x, and 16x, when a cursory glance at the config files it provides shows a much larger number of sizes in between, all with helpful labels. Any idea what might be wrong?
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Could these mods be added to CKAN? thanks.
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My HX heavy duty engines seem to not have any flames. Is there something I'm doing wrong? EDIT: turns out I need smokescreen installed.
- 4,460 replies
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[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
japa replied to ZRM's topic in KSP1 Mod Releases
Without a screenshot of your ship, it's hard to say exactly what's wrong, but as long as your ship has engines on all sides of the CoM, it /should/ be working. Screenshot would help here. -
[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
japa replied to ZRM's topic in KSP1 Mod Releases
Does the extra window pop up? If not, then you didn't install it properly. Make sure you also do the optional install stuff in the readme, so it gets added to your command modules. -
[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
japa replied to ZRM's topic in KSP1 Mod Releases
Right click on the command module. there should be a toggle there. -
Incorrect. The first number is the DV that you would have if you used up all of your fuel burning at sea level. The second number is if you used all your fuel burning in space. This I'm not sure about. No. This is the time it would take to use up all of your fuel if you were burning while still clamped to the launchpad. Correct. It's how long it would take to run out of fuel on full throttle.
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I found a temporary workaround! When calculatind DV, Mechjeb counts all engines that aren't part of the current stage as active. If you are using different engine sets, you have to activate the stage you are on, and then disable all of the other engines that you don't use. This sill force mechjeb to ignore the disabled engines.
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Are there any current plans to have Mechjeb only consider currently active engines for predicting how long a burn will be? I have an SSTO with both LV-N rockets and LV-T30 rockets, with the T30s switched off when I don't need the raw power, but Mechjeb thinks they are still active, and plans burn accordingly, thinking a burn will be 30 seconds when it's actually five minutes,
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Yeah, Navball direction and direction of gravity would seem to be the two main directions anybody would care about, I thin, at least while on the ground. Perhaps a separate control for each? Depending on what you have planned for hover-mode, you could either take over the linear control keys or use separate ones, to increase or decrease the desired hover altitude, while the regular throttle control controls the throttle in the direction of the navball. This way you can press whatever key to get off the ground, and rise to the height you want, and when you leave it, the solver will have the engines just strong enough to counteract gravity, and keep it steady, while you point it in the direction you want to go, and press forward.
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Nah, obviously in this case it should fully shut off all engines if you attempt to roll the ship. More seriously, though, the solver now uses the reaction wheels, so it will be able to find a solution just fine. What I'm wondering, though, is how it decides what direction is forward, so to speak, and if there's a way to easily change it. Like, suppose I make a VTOL jet, with the main engines pointing towards the back, and smaller hover engines pointing downwards. It'd be nice to be able to smoothly rise up, and then fly forward, without changing the ship orientation.
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Okay, I have tested the current version on 0.21, and it seems to work, though there's math errors and everything shuts off if I try turning while hovering. I don't know if that's normal or not. Also linear mode doesn't appear to work at all. No matter what direction I try pressing, it reports no solution possible.