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Horus

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Everything posted by Horus

  1. @Wetapunga: how did you lift all of these to the orbit?
  2. Nice video. While in docking phase - the docking camera info is totally enough for the maneuver, so DPAI is just for those who use it.
  3. I'd add to this - how to make it open at a certain speed (not atmospheric pressure)?
  4. Now I'm sure - the problem is using FAR and RealChutes at the same time. Removing RealChutes - solves the problem. Funny.
  5. Seems that latest FAR is the "brick chute" issue source. UPD: Ooops... my bad. Not FAR. RealChutes.
  6. You ain't gonna believe... Still digging into the matter. Trying to pinpoint the source of the issue.
  7. Am I missing something or Almach Return Chute just not working? It opens, but falls down even better than an ordinary brick. Also, RealChute MM patch isn't applied to this chute. UPD: same for PP+ Docking Parachute.
  8. I mean that when a vehicle is on a plain horizontal surface you can apply thrust for some time (pressing W button) then releasing thrust, but the vehicle will be moving forward without any speed loss.
  9. lo-fi, is it intended that when releasing forward throttle the wheels do not have thrust decay on a plain horizontal surface?
  10. MK2 Cargo Bay is asymmetric vertically, so "just flip" doesn't play the trick. Moreover, it has a thermal cover on the bottom (which is really minor).
  11. bac9, since you are revising models of your awesome mod - is it possible to make MK2 Cargo Bay (both sizes) opening to the bottom as well?
  12. Do you use any parts from Infernal Robotics on your satellites?
  13. Really nice mod, but a bit heavy, imho. Would be nice to cut down the memory footprint of the mod.
  14. @SpacedInvader: just a screenshot doesn't tell anything. Re-produce the issue & attach output_log.txt
  15. No offence, but this is already implemented in ActiveStuts, iirc. UPD: Yeah, I do not remember correctly. They are a part of Infernal Robotics.
  16. Funny behavior of "Ground base" and "Ground pylon": when taken from inventory and attached to the ground (using X button) - the part is visually "attached" but can be pushed by a kerbanaut. However, when you grab it from the ground and attach again (using X button) - the part finally attaches to ground firmly. Update: Even stranger than I thought: "Ground base" part can be firmly attached to the ground ONLY when a "Ground pylon" was attached near by.
  17. IIRC, when I suggested some descending rack for ALCOR long time ago - I was told that the capsule is for zero gravity only ))
  18. You could try to ask, for instance, Beale's help with this. I suppose he already faced similar problem.
  19. Sample craft - FAR Blitzableiter - has following issues on load in SPH: 1. Gears are retracted. 2. AG3 assigned to 1 gear raise/lower action.
  20. Trying to attach "Ground base" part to a ground (right on a runway & next to kcs. didn't go too far away), however, after attachment I can push the base even with kerbal. Is it supposed to behave like that? I've expected smth. like KAS' pylon behavior. Or have I missed smth?
  21. I'd add properly functioning aeroshells like ones implemented HERE, but with MP/LF and positioning thrusters included.
  22. Too bad that there's a limitation that makes it unable to do sequencer setup in SPH/VAB. But anyways this is really a nice mod addition
  23. Question: is it possible to make sequencer available in SPH/VAB? I haven't found how to get its' menu there.
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