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captinjoehenry

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Everything posted by captinjoehenry

  1. Hi I love this mod. But after I launch a space hotel I don't get any contract to bring tourists to it. I've even tried redoing it a couple of times with no changes @nightingale
  2. This mod doesn't seem to work in 1.10.x I've installed it from the github but the button doesn't show up
  3. No problem man! I was able to fix from just getting the previous version of the model file you had posted. That one had no issues with nodes overlapping.
  4. Yep I have those settings set. But still when I'm out of physics range it just renders as a white dot. I think I recall at one point this was caused by mod added parts...?
  5. How does the white list work? As I'm trying to whitelist Squad/Parts/Aero/cones/TinyCone but putting that or Squad/Parts/Aero/cones/ into a white list file doesn't do anything. So how do I actually white list stuff?
  6. @TiktaalikDreaming There are two nodes in the wrong spot. Seems like there are two instances of nodes with the same transform. One on the shell layer And one on the Secondary Engines
  7. I love this mod and it works great. Except for the distant object rendering. That consistently does not work. The only thing that shows up is a small white dot instead of the station. I do make use of a lot of mod parts if that effects anything.
  8. Oh god. The weirdness grows. When I leave and reenter the SPH / launch a craft the K hulls still glitch out. With no cutout. A restock fueltank though behaves normally.
  9. Do you know any mod or method I could use to just replace a part without removing it?
  10. No. I mean OPT K fussalages. The cutaway works perfectly on newly placed ones. But when I load my craft from before installing restock the OPT K parts don't get any cutaways on them Left is newly placed hull. Right is the one that was placed before installing the mod I can though move the previously placed engines onto a newly placed hull piece and the engines work fine. It's just an issue with the old placed hull pieces. As a side note this whole install is only a few days old and all on the current version of KSP
  11. Good news and bad news. It works and looks beautifully! BUT it requires new hull parts to be placed. Which means I sort of need to entirely rebuild my space plane
  12. I've installed the depth mask module and b9 animation module from: But the engines still aren't doing the cutaway effect. And the top flaps of the engines don't animate. The bottom ones do move though. Just can't see it due to the lack of cutaway. Not sure what's wrong as I've installed the manually the usual way https://github.com/blowfishpro/B9AnimationModules/releases
  13. No I'm talking about the OPT-E WarpJet FVT-J. The one that you place on the fuselage and ends up merging with it. And they are a bit too thin to show up properly on K class fuselage. Those two flaps on the top never seem to close even when I close the intakes And on the bottom the exhaust shields are merged into the hull so far that you can't see if it's open or closed without highlighting it
  14. Love this mod! But there are some oddities about the warp saddle vto jets. They have open and closed mode but the closed mode still use intake air. And their thrust is rather low espicially at sea level making it real hard for them to actually allow vtol operations. Cosmetically the intake flaps on the top of the engines do not move when opening or closing them.
  15. Works great so far in 1.10. I am encountering a weird issue with over speed when a motor has high torque. Seeing RPMs well over 10 times the max motor speed from just driving around slowly.
  16. Is there a way to patch all parts from a mod? I'm just looking to increase the wing area of all things with wing area from a certain mod
  17. Oh man! I'm looking forward to getting my hands on that lovely big Nexus booster
  18. Awesome! Looking forward to getting my hands on this It's an awesome mod I've loved in the past!
  19. Hi I'm wondering how I can make a radiator / engine heat work well with this mod. My issue is coming from a multi mode engine that I'm modding. Out of atmosphere radiators anywhere on the craft are able to deal with excess core heat that the engines produce. But while in atmosphere I've only ever been able to get radiators that are surface attached to the engine being able to handle the core heat from the engine. And even when I do use them the radiators still explode in atmosphere at high air speeds even though the radiators should be far more than able to handle the thermal load even without the convection bonus that they get while in atmosphere.
  20. Oh man! just did a mission to lili and I must say it's by far the most awesome thing I've ever done in KSP! It's just an amazing moon for landing on and exploring! The views are fantastic XD
  21. Ah thank you! I still feel there should be an option to vote for it as a difficulty setting though considering what other options are on the poll with the vote option of a difficulty selection. And I feel there's probably a lot of people who would want to make sure that life support is just optional.
  22. Where was it confirmed as a feature? As I somehow missed that.
  23. I feel the poll is biased as there isn't an option for no life support or having life support as a difficulty setting
  24. The thing is for interstellar journeys you don't need a sci fi drive. There's a lot of real world drives entirely able to get you up to significant fractions of the speed of light. The Orion drive is one of them with very high ISP and TWR which is capable of interstellar trips in it's more high end variants. And rreal proposed fusion drives are also able to do the job like the Daedalus we see in the trailer. You don't need an Epstein drive to go interstellar or even have a torch ship. Another very kerbal option is the Nuclear Salt Water Rocket which is just a continuously detonating orion drive giving massive TWR and ISP as well allowing you to make real life torch ships.
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