Cheesecake
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Many people are affected here. Seems to be due to Discord. Apparently there is a restriction that deletes pictures after a certain time.
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I recommend: You can adjust the strength in the settings. In general, Joint Reinforcement is recommended for most partmods because of the very large rockets.
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This is described on the first page. Training Laboratory: This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. Field training Facility: This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
Cheesecake replied to DylanSemrau's topic in KSP1 Mod Development
BDB- 322 replies
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It needs Firespitter OR B9. Breaking Ground is a DLC and has nothing to do with Firespitter/B9.
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Curve - radial solar panels mods?
Cheesecake replied to Genry1stikman's topic in KSP1 Mods Discussions
If you need a HLS-Mod: https://spacedock.info/mod/3245/HLS project -
I did but there are some problems with the inflated parts not working.
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Curve - radial solar panels mods?
Cheesecake replied to Genry1stikman's topic in KSP1 Mods Discussions
Near Future Solar has such panels. -
Does anyone have a current config for Bluedog? A lot of the new parts don't work. Neither science gathering (at least not Kerbalism style) nor the animations.
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I think he is meaning nozels, not noses. That depends on whether the respective boosters have movable nozzles (gimbal) at all. You can't simply add this via mod. In the mod procedural parts there are boosters where you can adjust the angle of the nozzles. There is a mod where you can trim this. But only for engines that have movable nozzles. I think it was Gimbal Trim. But I don't know if it also works with boosters or only with normal engines.
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As far as I can see, 2 of the required mods are already missing: Firespitter and CommunityCategorieKit. Can you send a screenshot of your GameData folder? Or post the complete log. It looks like the mod might be installed incorrectly.
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A DIRECT Transition - If Jupiter DIRECT Took to the Skies
Cheesecake replied to Toaster355's topic in KSP1 Mission Reports
This seems to be a problem throughout the forum. Many more threads are affected, but not all.- 68 replies
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I used the HT-240B. Only for a testflight. It is docked to the shuttle via C-200 CBM. I have installed IR + DockingFunctions + IRConnectionSystem + PayloadRetentionSystem.
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Were switched on. Can try more if you like. Edit: The consumption of EC is so high that the batteries are drained very quickly. The Fuelcell cannot compensate for this. It works with more batteries. Another problem arises here. I docked a payload (Habtech module) to the arm and then detached it from the shuttle. I didn't move the arm but the whole thing immediately started to rock. After a while I had to disconnect the payload from the arm, otherwise it would have torn everything apart.
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I have now used IR again after a long time with SOCK and Benjee's robotic arm. I have switched speed and acceleration down completely. But whenever I use a joint, the whole shuttle turns around slowly. Is there any way to prevent this?
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So, what do you mean with "older Soyuz"? Tantares and Intercolor has the classic green, black and the mint one of Apollo-Soyuz. As far as I know there were no more colors in real. Tantares and Intercolor didn't have more colors before either.
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