DJ Reonic

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About DJ Reonic

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    Spacecraft Engineer

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  • Location Tampa, Florida, USA

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  1. I love the new coloring on the parts. I support the idea of having both the tan/grey and colorful variants. Maybe an optional FSTextureSwitch thing where the different textures are labeled according to the variant or time period, and then we'd have the stock textures.
  2. So I have built my rescue vehicle. Behold: BARF-1 (Base Area Rescue Force) I accomplished this by placing lights, setting their flash lengths, and then varying the delay times. Enable blink and turn them all on, and after the first flash they all fall out of sync, and look super cool.
  3. Are there any plans to add phasing to the blink lights? The idea is, since you have a 2-phase flash program (flash, delay) maybe a button could be added to switch which phase comes first. Example: headlight 1 is set to phase 1 (flash, delay, repeat) and headlight 2 is set to phase 2 (delay, flash, repeat). Both lights have the same flash and delay values. Turn on the blink mode, and voila: wig-wag headlights. I'm planning to build a rescue vehicle for my KPBS bases to go get kerbals who can't land right.
  4. [1.3.0] Comfortable Landing

    All you'll need to do for Tantares would be to add retro rockets for the Soyuz capsule and probably airbags/floaties for the VA capsule.
  5. [1.3.0] Comfortable Landing

    I'm assuming you are planning Tantares compatibility. If so, I can't wait. Awesome looking mod!!!
  6. Looking forward to the next update. Would love to add this mod to my 1.3 game.
  7. I will eagerly await your video, as I want to be able to get a good launch setup to get it into orbit. Last time I tried using MJ to get to orbit, things went badly.
  8. So, after seeing this latest conversation, I have to ask the stupid question: Is the Shuttle launchable with MechJeb/Gravity Turn? I've tried doing it manually and haven't gotten the results I wanted.
  9. This update is awesome!!! Now I can finally have GPP as a separate system. I think I'm going to try to get Cyran, Cerillion, OPM, GPP and Kargantua all on my KSP install. Might get interesting.
  10. [1.3] Real Fuels v12.2.3 July 30

    I tried several variotions of this and am still not seeing any change. I'm going to continue to play around with it (learn more about MM) and see what I get. If you are still considering that Life Support thing, I'd be happy to test it for you. I'm going to try a duplication and modification of the Kerbalism Default Profile and see how that works.
  11. [1.3] Real Fuels v12.2.3 July 30

    Is there a way to adjust the maximum capacity of all command pods to accomodate for Life Support Resources? I'm playing around with Kerbalism, RF/RF-Stockalike, and VSPR. I'm showing the VSPR Mk 1-2 pod with a max capacity of 150L, and an available capacity of -75.5L with Food, Water, Oxygen, EC and Nitrogen. Since the VSPR Mk 1-2 has Integrated RCS, It needs to have RCS fuel for said RCS to work. Since I cant add Hydrazine to the pod, my RCS is useless, and since I use ManatoryRCS, I have almost no control.
  12. [1.3] Real Fuels v12.2.3 July 30

    I'm trying to figure out how to add tank space for life support supplies for Kerbalism to use with Real Fuels. Right now, when I load a pod in the VAB, my capsule is actually over capacity due to the LS supplies, and in the case of the VSPR Mk1-2 pod, I am unable to add any RCS fuel, and I wind up with 10000 Nitrogen. I'll upload a picture later if need be. Any ideas on the best way to fix this?
  13. [1.3] Real Fuels v12.2.3 July 30

    I noticed this, too. Not a huge deal for me, as I can just hit "remove all tanks" and put the right fuel in.