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Everything posted by sashan
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
I believe laser designators can be made to work with RPM at least partially by adding one mode camera transform in the end of the hierarchy: https://github.com/Mihara/RasterPropMonitor/wiki/Part-modules -
Formation flight with FAR.
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[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
sashan replied to riocrokite's topic in KSP1 Mod Releases
Will they work for 1.75m 160 tonnes Eve ascent vehicle?- 220 replies
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- ballute
- aerocapture
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
Would it be possible to make combined gun and rocket turrets? Aka 2K22 Tunguska. Yaw is combined but pitch is separate. Radar on front also has separate yaw and pitch, just like on your Goalkeeper. Would it be possible to limit its traverse range? -
There's still work left to do to make Kerbin look like that. As for scattering, I often notice that. I've also learned basics of airplane design from KSP with FAR, and orbital mechanics. On topic, is that normal? The most LSD-ish looking effect I've seen in all games and during my modder times. It appears for a few frames under certain angles, the part is a debris from my accidental splashdown:
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
sashan replied to Felger's topic in KSP1 Mod Releases
New engines have no plume tho, which is easy to fix. Here's a config for Goliath: @PART[turboFanSize2]:FOR[RealPlume]:NEEDS[SmokeScreen] { @MODULE[ModuleEnginesFX] { %powerEffectName = Turbofan %spoolEffectName = Turbofan-Spool } PLUME { name = Turbofan transformName = thrustTransform // smokePoint localRotation = 0,0,0 localPosition = 0,0,-1.5 //0,0,-0.4 fixedScale = 0.9 energy = 0.9 speed = 1 } } On a side note, LH2 engines shouldn't have that long laminar flame in atmosphere - it should become turbulent and turn into smoke much, much earlier. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
What we all really need is a way to make proper working Fowler flaps without IR and a dozen parts for each section.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
sashan replied to Crzyrndm's topic in KSP1 Mod Releases
An example of using the mod in circum-Kerbin flight, around an inclined great circle. Sorry, I've got only Facebook video: https://www.facebook.com/Sashan13/videos/814996251956375/?theater Suggestion: An option to keep constant airspeed-horizon angle. Would be extremely useful. -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
sashan replied to alexustas's topic in KSP1 Mod Development
Can you please post the list of all mods that use these props? Also, a request for someone: add these to IVAs from Ven's stock revamp. They are essentially same as stock but with much better models and textures. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sashan replied to ferram4's topic in KSP1 Mod Releases
I've found that there's no need to have rockets aerodynamically stable as lon as you have high enough gimbal range, use SAS and keep angle of atack low while in dense atmosphere. That's teh way it's done in real life btw.- 14,073 replies
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- aerodynamics
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Yep, that's also what I thought about. Or biome-based coloring with smooth transitions. Or changing color slightly when in atmosphere. That'll probably be the easiest solution. Also, please add ripples like in that windy weather shot to all other shots. Slight foaming is present almost always, except for the calmest version, and it really livens up the view.
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Awesome. Would it be possible to change ocean color based on biome? So we can make some of them light blue, some - green, make rivers dark green, etc. Also, please don't make Laythe purple. Eve is purple, Laythe should be light blue or yellowish (but not acid yellow) or greenish (not acid green again).
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What about dropping MOAB's in a proper way? On a side note - they don't explode in 1.0.5 like before, just blow up and spawn a very weird arch of smoke
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Awesome craft, I've adapted it to FAR today. Had to make some changes but it flies very well/ Also, KAX engines, and adjustable landing gear, just because I had them. Added water rudder - FAR supports very simple hydrodynamic, so it really adds stability while on water. Now the question, how to get it to Laythe?
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
sashan replied to Crzyrndm's topic in KSP1 Mod Releases
SAS was on and active but elevator was simply frozen in center of the range and completely unresponsive and unmoving. -
Suggestion: make Engineers able to work with screwdriver in a very limited area round them while in external command seat. We'll be able to have robotic arms while on shuttle, cargo handlers inside bays of cargo planes, buckets for accessing high places like on firetrucks and lots of other possibilities.
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
sashan replied to Crzyrndm's topic in KSP1 Mod Releases
Okay, freezing controls after craft attaching/detaching still persists. Also, I used KAS pipe to attach drone to the mothership in flight. The PilotAssistant window then vanished and it disabled itself. I could open that small menu but not main window where you set velocity, heading etc- the button did nothing. Also, since the point where crafts were separated till they were connected I couldn't revert to manual throttle on any of them. THe throttle was simply stuck where it was last set by PA. The latter bug is easily repeatable btw, just get two crafts flying at the same time on PA, then try to take manual control of one. So, K-17 crashed, killing 2 Kerbals that weren't quick enough to bail out. First one of them to crash. Here's what I was doing: Here's the log: https://www.dropbox.com/s/31bbaugbhx3bf7i/output_log.txt?dl=0 -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
sashan replied to Crzyrndm's topic in KSP1 Mod Releases
FAR can do that. It also makes aerodynamics realistic, so it you know basics of aerodynamics and flight dynamics it'll be easy to understand for you. Btw, this mod is beautifully compatible with FAR. I once left my Koeing-747 for overnight flight with it, and it flew like charm while I slept One question - was the bug with controls being stuck when you decouple a small plane from your carrier fixed? This also happens when I simply have 2 crafts flying on PilotAssistant at the same time. ALso, there was a bug with both planes having linked roll control and no direct throttle control after that. Was it fixed as well? I'm gonna update now and see it myself, but would be nice to know anyways. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sashan replied to BahamutoD's topic in KSP1 Mod Development
It is crap, my eyes hurt from it. ALso, inserting images requires few more clicks now. On topic: Half of bombs don't detonate for me now, and cluster bombs don't work as well. -
Looks awesome, the style is fitting both stock KSP and The Martian. I'd add some thick cables covered in micrometeoroid protection wrappings in those thin areas with girder-like reinforcements. I remember someone mentioning replacement cable in the book. It'll also fir stock well - remember those cables on ion engine?
- 535 replies