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damonvv

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  • About me
    Reusable Engineering
  • Location
    Earth, Sol System
  • Interests
    SpaceX

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  1. Could be that your craft is a little bit heavy on fuel. Another reason could be is that KSP is just really limited to what legs can do. And so far I haven't really been able to find a good fix for them.
  2. The mod is balanced to work in 2.7x scale. Meanwhile, @SofieBrink has found some major weight problems with some of the parts. We will investigate those and hopefully get a better performing rocket!
  3. Planned! I usually keep 1800m/s in the first stage for my RTLS landing. You can do it with much less but I like manual landings! Then just aim with the trajectories mod and boom!
  4. Updated the version file so things should work fine on CKAN for 1.8 up to 1.12!
  5. Updated Kerbal Reusability Expansion with the following fix (Thanks @Natokerbal) : Version 2.9.2: - Increased crash tolerance on grid fins - Updated to 1.12.x A few new parts are planned and will be shown at some point soon. Happy launches!
  6. I'm back!! After a long break it is time to work on TE again! First of all, many thanks to @Karin for making the Starship as a standalone mod. It has been my intention to do it as well but after many years of working on it I didn't felt the motivation to revamp it another time. That said, I will slowly remove Starship from TE. But don't worry, I won't remove it right away. It will take some mods for many of you to switch over and wait for Kari to finish their mod first. Secondly, I have a new update! TE v5.1 has been released with a few minor changes: Version 5.1.0 - Updated Real_names.cfg - SH RCS Switchable between cold and hot gas - Added Variant to disable TopBase SL Raptor - Added Variant to disable TopBase VAC Raptor - Added toggle engine action for Ghidorah Octopus engine Lastly, I want to thank you all for continuing the support in this mod. Been modding for almost 4 years and I hope I can do it for many years to come! I have updated my roadmap with new and exciting projects I will be working on in the coming weeks/months. Happy launches!
  7. Runways… Runways everywhere!
  8. The Starship controls are changed. It works much better now in stock but it needs way more tweaking. FAR is still not supported by default.
  9. I don’t think you are able to set new action groups after launch. I think that has been a new feature in like 1.9 or 1.10?
  10. TUFX mostly! And the beresheet lander launched on a F9 so.. I am still working on Mk5. Although these new updates have been finished already and I didn’t really saw a point in waiting much longer
  11. Tundra Exploration v5.0 has been released with A LOT of new stuff! Many thanks to @ValiZockt for making many new plugin additions to improve the gameplay experience. Version 5.0.0: - Added Gigan XL parts - Added TundraExploration.dll plugin by Vali - Added ModuleTundraRaptor to gimbal out of the way (action group) - Added ModuleTundraRCSAnimation for your every day warning needs - Added ModuleTundraEngineSwitch for all your 3 engine landing needs - Added a new decouple module for your Ghidorah Heavy decouple needs - Added a new plugin to actuate Gojira fins - Added new soot levels on Ghidorah - Added waterfall configs to Rodan - Added real names config by Jeronimo - Tweaked Gigan solar panel colors - Tweaked Rodan docking port texture - ModuleSootyShader is now ModuleTundraSoot - Fixed Falcon 1 fairing side tech tree to Basic Rocketry - Fixed Rodan re-entry orientation - Removed Mk3 stuff from configs - Removed old plugin Download links in the OP. Happy launches!!
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