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Everything posted by Jso

  1. It should work. Why cant just any old decoupler be attached to the bottom of centaur, then attach the fairing adapter to that?
  2. Anyone have any feelings on this Hydrogen/Oxygen fuel cell that was proposed instead of monoprop for Apollo and Gemini? @CobaltWolf and myself are kind of on the fence on this one but leaning towards no, mainly because it's harmless, but why bother.
  3. Your first three screenshots aren't showing. "Access Denied". The MOS-PCS Pressurized Cargo Segment and MOS-UCS Unpressurized Cargo Segment are 1.875.
  4. That's already in the TACLS patch. I didn't add it to stock since water and oxygen are useless for most players. It's definitely a superior fuel cell though. That looks neat. We could add those scanners to the parts.
  5. Isn't that for general under the fairing use rather than inline like on scout? I say keep it. Do you have room left on the texture sheet for the Minotaur GCA? After playing with Minotaur 5 I think it would be useful. It gets a little tall with everything stacked on top of the PBV.
  6. The engine is correct, it's the tanks that are too big. Take some fuel out of it. It's a known issue.
  7. It looks like the stock effect ontop of the RealPlume effect. I think the ModuleEnginesFX combined with the ModuleRCSFX might be screwing it up. Other parts like this (Agena D) use ModuleEngines + ModuleRCSFX without issue. @CobaltWolf maybe we can change this and see what happens.
  8. It will not. Since it obviously makes sense, splitting it has been looked at more often than it's been requested over the past few years. No two people have ever agreed even generally on how to split things up.
  9. Not enough information on the exploding parts. The answer is usually remove mod x and the problem goes away. Nothing's changed with CryoTanks or us since I last checked if they still play nice. I'll check again but I'm guessing @Pappystein broke something tinkering :-)
  10. I was trying to avoid part names where possible because they keep changing and invalidating the guides.
  11. We take a little dry mass off the parts in rescales to help out. The bigger the rescale the more we take off. So the same build will be lighter in 3.2x vs 1x.
  12. Nothing changed. We still balance against stock. So you should be fine in 3.2x, you'll just have a lower payload to orbit than in 2.5x.
  13. RemoteTech came up a few pages back. You may have issues with inappropriate ranges on the deep space stuff. We balance for stock, and Sigma will adjust stock antennas in a rescale. I'm not sure what happens with RT antennas.
  14. That's pretty much it. Top to bottom it's Docking Adapter, Airlock/Fairing Module, Instrument Unit, Lab and Radiator. Don't forget to throw on some solar panels and docking ports and an antenna. Make sure you extend the solar panels in the VAB to see what they look like extended. The weirdness is the ATM. You can either launch with it attached to the forward docking port, then move it to the upper port once in orbit, or launch it separately. The ATM has fuel and a probe core so it can move itself. Remember to put some RCS thrusters on it for docking.
  15. A scene change should clear it. It's a stock bug with ModuleRCSFX that occurs when the ModuleRCSFX is on a root part and the vessel leaves physics range and returns without changing scenes. Since the Mk-1-3 has RCS now I checked with an all stock parts vessel and it happens there too, though in that case the RCS effects were always off instead of always on. Welcome to the forums!
  16. The direct takes over for the internal when it's extended. Cheat a Sienno out to Minmus and you can see for yourself. That's a battery powered probe. When the EC runs out it's dead. Yup. I think the frequently cited "balanced for 2.5x" confuses people. It's balanced against stock and the parts are 62%-ish scale like stock. 62% scale Earth rockets with stock balance play best on a 2.5x system.
  17. Need a ksp.log. One of your other mods likely has an incorrect realplume config. If you know how to read it you can identify it by searching for FOR[RealPlume] in the log.
  18. There's a file in extras that fixes a similar problem with the Titan II. I believe the Delta II tanks (EELT) were lengthened recently and should be correct. He was using some inaccurate drawings at the time as a reference for the models so you'll find little things like this all over the place if you look too close. The simplest fix is don't look too close, he'll get to it eventually. :-) Since the Scout is massively overscaled the Castor 1 from it's second stage (both inline and radial versions) have the performance numbers for a Castor 4. The Dioscuri-I 'Dziran'/'Dzira'.
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