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Everything posted by DrLicor
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Hey, firstly welcome to the forums, hope you'll be having some good times here Second, there's not a mod for maps or such thing to give you the effect here. It's a combination of several mods. To get the visuals as showed here: The surroundings of the airfield are produced thanks to this mod:
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
DrLicor replied to Theysen's topic in KSP1 Mod Releases
I never use my steam install as modded. The prevent problems, I copy paste a clean install from the steam folder to another folder (not steamapps), in my case to (C:/Programs Files (x86)/Games). And only install mods on that install. Usually that's the only install I mod and play with. This way, you'll never get bothered with auto updates or anything that has to do with steam.- 2,179 replies
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- realism overhaul
- rss
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How to use flaps? (B9 Procedural Wings, FAR)
DrLicor replied to hypervelocity's topic in KSP1 Mods Discussions
Not entirely true.. A spoiler is used when hitting B, a flap is something different, it's an airbrake. To start of with the basics. Flaps in KSP have 4 options: 1. Just straight out. 2. Climbing. 3. Takeoff. 4. Landing. Each phase let the flap have a higher angle downwards. To use those phases, rightclick on the part you want to function as a flap, and enable the flap option, turn of all the rest (yaw, pitch, roll) Than either: Group them in action groups, the way I do it is clicking on the part, set the 'deflect more' option on action group 1, 'deflect less' on action group 2. When pressing those action groups, you can control the flaps and their phases. Or: just click them in flight and pres the deflect more or less button in the menu. Note that this is only available when you have enabled flap mode on the parts.- 6 replies
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- flaps
- b9 procedural wings
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The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Great actually. I was experimenting with Kronal vessel viewer to get some nice bleuprint style things rolling out, but I haven't paid much attention to KSP this year to be honest. -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
- forum messing up, ignore this - -
can't find m700 survey scanner
DrLicor replied to Jiraiyah's topic in KSP1 Technical Support (PC, modded installs)
Well, maybe it would help if you got at least a modlist for us -
Hey, it's because the planet you're launching from, also has it rotation period. Inclination means the angle of the orbital plane of the object, reffering to the plane of a planet. The thing that causes your situation, is the difference in 'longitude of the ascending node'. More info kan be found here: https://en.m.wikipedia.org/wiki/Orbital_inclination If you want to launch a craft in the same orbital plane as the past, pick a menu in mechjeb or KER, that visualizes the 'relative inclination', when this number is zero, it means you launch in the same longitude of the ascending node. Hope this helped you out a bit.
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@FuzzyHead, @Rocket In My Pocket, it is indeed not the full stock cupola. Its the overhaul of Ven Stock Revamp. But seeing youve installed the patch, it should work indeed...
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Could we exchange girlfriends?
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Are.. are... are you a god? Good lord, this is the mod we've all been waiting for.
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- postprocessing
- beautify
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Jettisoning Fairings
DrLicor replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
In RSS/RO, I drop them when I've met the 100km mark, Sometimes the first stage burns out before that, so I drop them at a certain point on the second stage. Other times when the first stage goes past the 100km, I drop them right after stage seperation. I don't know if you use mechjeb or FAR? In those mods you can get some data of the dynamic pressure, when this reaches zero, it's save to drop them. -
This.. This is so true about KSP
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The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Well, they all have the RS-25 engine in the first stage, the generation itself is very diverse in dimensions, but the main system is the same. -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Good this to see this thread is still up and running like a charm . I'll upload some new generation lifter soon too. Hint; tonnage to LEO: 10 up to 88 tons. I know 88 tons isn't that impressive when looking up this thread with lifter lifting hundreds of tons, but still. -
Liquid Fuel SSTOs
DrLicor replied to Thinking Potato Gamer's topic in KSP1 Challenges & Mission ideas
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Welcome to the club. The site looks nice, 'll follow your missions. Keep up the good work.
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Why does KSP need to be extremely expensive
DrLicor replied to Hans Kerman's topic in KSP1 Discussion
I think this price is pretty right. Over 2000 hours in the game, like many others. Grab it on a sale, or on G2A.com or some site like that. But even the 45 bucks is a right price. Here: https://www.g2a.com/kerbal-space-program-steam-key-global-i10000014989005 €6,45 for the Global Steam key -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Haha yepp, but the forum shows it as a single picture sometimes. -
The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Haha never mind. This should help you Also, for spaceplanes, I use Atmosmpheric Autopilot, it's much more stable than mechjeb, at leat the descent, the ascent is done by mechjebs smart-a.s.s. on SURF-mode. A-symmetrical thrust is bottlenecking mechjeb... https://github.com/KSP-RO/RealismOverhaul/wiki/MechJeb-Ascents -
That hasn't to do anything with RSS. it was a stock thingy, the runway was devided into section earlier, but it has been patched in Ksp 1.3.
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Asteroid Glitch
DrLicor replied to Zosma Procyon's topic in KSP1 Suggestions & Development Discussion
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Holy nuckets, this would indeed be awesome. Kinda Like SSTU fueltanks parts, but than with engines. The idea of Children of a Dead Earth can be very usefull for a mod. I can make models/animations for the mod, but the coding behind is something I can't do.
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The Official Realism Overhaul Craft Repository.
DrLicor replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Damnn, awesome video man.