DJ Reonic

  • Content count

  • Joined

  • Last visited

Community Reputation

70 Excellent

1 Follower

About DJ Reonic

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

3,736 profile views
  1. This is exactly the kind of post that makes mod makers put things off. These guys (and girls) do this in their own free time. Be thankful for what they give you, because they don't have to. According to the OP, it seems there already is RealPlume compatibility. Recommended Mods: Real Plume Stock Configs.
  2. There is no Block 3. There's the Block 1 (Space Shuttle) and the Block 2, which is the fancy one with the CERV cockpit.
  3. @Beale I believe @Pak may have discovered a workaround solution. He mentioned it in his Shuttle thread. It may be worth a look if Squad takes their time releasing those tools.
  4. Has anyone checked for backwards compatibility with 1.3.1?
  5. @benjee10I will be watching this mod with great interest. Any plans for Jupiter III?
  6. The lifting bodies have RCS tanks in them. "A" is for STS based craft,and "B" is for Buran based craft. They all have fuel switching as well as the External Tank, so in this case, that function would need to be overwritten via mm patch.
  7. I got the STME (SSME) and STBE (STS Block 2 LRB engine), as well as all the smaller engines working, but I need to get the External Tank and the lifting body fuselage segments working. I wrote an RF config before for BDB tanks, but I can't remember the multiplication factor you used for the Stock Fuel to RF conversion.
  8. Any plans to update the configs for Cormorant Aeronology? I've started working on it, but I need to figure out how to do the tanks properly. If I can make that functional, I'll work on Tundra Exploration and Tantares.
  9. [1.3.1] Tantares now in Colors!

    When they have time to finish it.
  10. I have it working in 1.3.1, however I have no lights. I also scaled it down to 75% of it's original scale so it would fit better with BDB's Atlas (Muo) V. As far as the decoupling issue, I've had this problem before, but I can't remember how I fixed it. Maybe something with Animated Decouplers?
  11. [1.3.0] Kerbalism v1.2.9

    So I have both the latest RF and Kerbalism Continued from the github, and I'm still seeing the same issues I had before with no life-support resources save for a ton of nitrogen.
  12. [1.3] Real Fuels v12.2.3 July 30

    It's a little more complicated if you want more than what the buttons give you. You have to go into the UI and manually input the amounts of each resource. Your best bet would be to leave the fuel for your main engine last. For example: for a Service Module, you would do your life support supplies first, then fuel for your engines/RCS using the buttons up top in the UI to fill out the rest of the tank.
  13. I use FMRS. I've had pretty good luck with it and MechJeb, as well as Smart Parts to decide how much fuel to separate at.
  14. Using the 2.5x config in a 2.5x rescaled system, I feel like the SRB's drop way too early. I'm usually still near-vertical when the SRB's fall off, but in a stock system with the default config, the SRB's come off about where I'd expect them to. Anyone else noticing this?
  15. [1.3] Real Fuels v12.2.3 July 30

    Look at Engine Ignitor Reignited and Throttle Limit Extended. Those should give you what you want.