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DJ Reonic

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Everything posted by DJ Reonic

  1. Looking great, @Beale. I am looking forward to seeing more of your work both here and in Tantares.
  2. I have tried this with JNSQ and everything gets spaced out. I, too would like to see a config that fixes that, but it's the modder's decision. As it stands, I can't use it, as I only play with JNSQ.
  3. @Drakenex What are you using for your robot arms?
  4. There should be a green bar and a button for that on the nose and wings. Do you have B9PartSwitch installed?
  5. @PeshBuilds For the full shuttle experience, you also want Modular Launch Pads and Habtech2. That will give you the full shuttle launch hardware and the American ISS components. If you want the LC39 statics, look up KSC Extended. Make sure you download all the relevant dependencies.
  6. This thing is awesome. Now all we need is for some glutton for punishment helpful soul to make craft files and/or subassemblies for all the launch vehicles. I have tried doing this myself, and I always wind up having to do some major change to my install and I lose the crafts.
  7. With what I'm suggesting, SMURFF will tweak your parts so you get a little more delta V. It was originally designed for much larger systems, allowing stock parts to be used. While it shouldn't be necessary for JNSQ, it does give a dV cushion, which may be just what you need.
  8. Try SMURFF. Set the 3 values in the config to 0.27. That may help a bit. Are you using any autopilot mods?
  9. Something is way off on your install. I run Tantares in JNSQ, which is 2.7x, and everything flies quite well. I also make use of SMURFF set at 0.27, which helps give me a little margin for safety.
  10. So, my opinion on the Tantares IVAs: They are very simple, which is in keeping with the stock aesthetic. I find nothing at all wrong with them. I use them sparingly, as most people do. My visuals from outside the spacecraft are too nice for me to spend much time in IVA view, and that goes for all mods I play with. I do have one question for @Beale, however. My memory isn't the best, but I noticed some of the Salyut parts no longer change to green as they used to when using the Tantares Green variant. I do remember having a nearly all-green Salyut station, and now it's mostly Default Grey. Was this an intended change?
  11. @Beale Sorry to see you go. When I first played with this mod, I was trying to decide between this and HGR for a soyuz-style craft. Since then, your mod has become indispensable for my game. I wish you good luck, and look forward to seeing you in KSP2.
  12. All I can say is some people just like to complain. I, personally love JNSQ. My KSP experience just didn't feel right with 1.8 until I saw Kopernicus and JNSQ post their updates. All I'm waiting for now is KSC Extended to update, and I'll be a very happy camper.
  13. @fragtzack JNSQ only affects planets. The stock parts are balanced in such a way that they are extremely overpowered in stock scale. For realistically scaled rockets and payloads, 2.5x or JNSQ is recommended, as it requires you to make larger rockets, or use smaller payloads. From what it sounds like, you want 1.25m rockets to launch something other than super-small payloads. In JNSQ, this simply won't happen. Period. JNSQ is aimed at those of us who want more of a challenge than the stock game provides. The mod makers are not going to rebalance parts or the planet pack to suit your specific requirements. As Galileo said: Nobody is forcing you to play JNSQ.
  14. Ok. No big deal. I have a workaround for it in the mean time. Have a pleasant trip, wherever you're going.
  15. Lookin' good, @Beale Any plans to add a decoupling function to the periscope? I currently have a rather interesting setup to get mine to decouple.
  16. Given that the vast majority of mods are balanced like the stock parts, I'm going to say Quarter-Scale/JNSQ.
  17. @Zorg This is a phenomenal idea. What would be neat to add is an option for lower-detail scans that use up less film. It could be like using a low-resolution film that would allow you to cover more of the surface vs using a higher resolution film that would cover less. Not sure if that would be practical or not. Amazing job on this. I plan to play around with this on my day off this week.
  18. Fantastic @Beale! Not sure if you are aware, but the Star Tracker part still only has the default texture. It shows as untextured in the Black, Green and White variants. Are you planning on retexturing the smaller rcs parts? I do have a request for you to consider: Some kind of 4-way aerodynamic rcs blister that could go on the Soyuz descent module for control on reentry with nerfed reaction wheels or Mandatory RCS. I've been using Internal RCS, but that can be quite tedious to set up and doesn't always look right.
  19. @Beale Not sure if you are aware, but the star trackers are not showing a texture in any variant other than the default one. Also, some of the parts are showing the green texture in both the green and black variants. Regardless, these are still some amazing parts. Keep up the amazing work.
  20. Lookin' good! I will be following this with great interest.
  21. @AlphaMensae I am getting spammed with a MM error stating "cannot find fx group of that name for decoupler." It only happens with this mod installed. The error is making my game hang every second or so and makes building rockets nearly impossible. It happens when I'm putting any part with a launchpad decouple node in any kind of multi-symmetry. When i finally figured it out I was trying to build a Vulkan, and when I tried to put the Zenit engines on the bottom of the radial boosters in 8x symmetry, the game made it impossible to place them, due to hanging up constantly. Have you encountered this issue before? I will upload a log as soon as I can get 30 minutes to load up the game and go to the VAB.
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