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Everything posted by bjbeardse
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[1.7.2] KK Launchers - Delta, Atlas Pack
bjbeardse replied to Kartoffelkuchen's topic in KSP1 Mod Releases
ANYONE GOT A MOP!?!?!?! There is about a gallon or drool on my floor! So, when ya think y'all gonna release that beast? -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
bjbeardse replied to kockaspiton's topic in KSP1 Mod Releases
I assume this mod has died out? -
Pics of the FASA attach point issues. This is happens regardless of CKAN or manual install. The LM docking port AP is deep in the ascent stage, and cant be accessed. I post this here as this the mod that is causing this. Something aint stirring the Kool-Aid.... Any known fixes?
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MR clamps, Mercury-Redstone clamps. It was just funky thought to get the Block I booster. I make it if I knew how.
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Component Space Shuttle - dev thread [IMG heavy!]
bjbeardse replied to a topic in KSP1 Mod Development
What more do you need to know? KSP vanilla/MechJeb with all the stuff the thread said it requires. Launch and the engine mount/thrust structure explodes less than 15 seconds after launch. I really didnt think I needed to include OBVIOUS in this post. -
Is there any plans to create a Saturn-I with the dummy upper stages and the original S-IV upper stage? Or at least a correct nose cone so that SA-1 thru 4 simulations can be more realistic. Saturn-I Block I had a different thrust structure then the S-IB. Saturn I Block I thrust structure. SA-1 thru 10 configurations S-IV upper stage Finally any chance of a Pad 34 clamp, like the MR clamps?
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The central circle base is for the LM engine. Hook it to the CM then place the LM engine (Decent) on the center of the crossties.
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Well new problem... Again with the CM/LM stuff, Mono in both vehicles, two crew in the LM one in the CM. I undock and the LM is dead. No activation. Again it has fuel, electrical, and crew. But it wont work. Also the CM dies as well. Same setup, fuel, electrical, but it wont do anything... What gives?
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Component Space Shuttle - dev thread [IMG heavy!]
bjbeardse replied to a topic in KSP1 Mod Development
So just ignore the guy with an EXPLODING thrust structure? Gee thanks for NOTHING fans... -
Component Space Shuttle - dev thread [IMG heavy!]
bjbeardse replied to a topic in KSP1 Mod Development
OK I have searched this thread, the net, EVERYWHERE!!! The Engine mount catches fire and EXPLODES right after launch. The tail, RS-25's, and OMS bells survive this. It happens EVERY TIME I launch this bugger! I throttled down however the temp point is far below the 1:1 ratio. So this ....... wont get into orbit. I am at wits end, ... is going on here? -
Access violation
bjbeardse replied to JaBoy's topic in KSP1 Technical Support (PC, unmodded installs)
At least your are getting logs, mine just randomly crashes. X64 - x86 makes no difference, nor if am modded or un-modded. I have tested my memory with a standalone tester, no problems. I actually have three instances on separate drives, one vanilla, one for testing mods separably, and one I have heavily modded. They all crash randomly. This is the only game I have that does this. Ah the joys of Beta... lol -
Aries I. It was a 5 segment SRB with an upper stage derived from the shuttle ET using a J-2X engine. It was cancelled along with the Aries V when Obama got elected. So now we get a more expensive SLS vehicle...
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Scrub due to CBC fill/drain valves not closing correctly on the center booster, and daylight constraints in the recovery area. My guess is with the longer checkout times for Orion some ice built up in the valves. The launch window is tied to the daylight time in the recovery area.
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The x64 version is the only way to to get all of the Soviet stuff and FASA/Nova/KW, as well as the dependencies. 32-bit cant run all of that even with the aggressive ATM running. I'm starting to think that the 32-bit Unity engine is just not up to it. Is it a polygon count issue or texture issue?
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Yep that is what is happening, How do I separate the LM and CM RCS? Can they be set to a group?
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I seem to have run into an RCS bug. Using the included Saturn V craft file I got out to the Mun, then after undocking CM and LM the LM RCS died. Decent/Ascent engines work fine. The RCS just quit working. The CM was unaffected. Also the whole thing seemed to use a lot of mono, or needs larger amount in the config.
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Well after spending 2 weeks attempting to get the 32-bit version to work I just gave up and started using the 64-bit. For me 64 is highly stable, and I have been able to accomplish this! WARNING HUGE PHOTO! FusTek and Mir pack used here.
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I have to second this, there is no craft file for Buran.