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About 4x4cheesecake

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  1. 4x4cheesecake

    Telemachus Reborn [KSPv1.5.1]

    Oh, all the sweet data, plots and maps! Thanks for reviving the mod, I'll definitly try it
  2. 4x4cheesecake

    Wheel bounce

    Since you already have mods installed, you can also try the world stabilizer mod
  3. 4x4cheesecake

    Interstage fairing skin issue

    Welcome to the forum Seems to be the same bug I've already reported 2 month ago: https://bugs.kerbalspaceprogram.com/issues/20103 You should be able to work around the issue by: 1) Change the skin before you build the fairing (place the base and abort the fairing build. Change the skin and right click the base -> build fairing) Maybe you can change the skin even before placing the base by clicking on the teardrop symbol in the part list, not quiet sure though if the fairing got this feature as well. or 2) Change the skin, save the craft and reload it in the editor.
  4. Well, even though the main menu is just visible for a few seconds...if anyone really wants to get rid of the flickering/strange cloud shadows in KSP 1.5.1, you can try my filthy solution which I've used for testing purposes. The reason for the flickerin is a changed main menu scene. SQUAD added a few more lights and changed a property of the sunlight. My 'mod' reverts these changes to the state of KSP 1.4. I guess, a proper solution would be some changes in the EVE shaders but I have no clue how to do it Download: https://github.com/4x4cheesecake/LightChanger/releases/latest
  5. Yes, that's possible Go to Settings -> Compatible KSP Version This will bring up a new window with a list of KSP versions. Select 1.4.2 (or 1.4 in general) and save the settings. You may need to hit the 'Update' button in the main window as well. This allows CKAN to show and install mod for older KPS versions
  6. Except for the main menu scene, everything works pretty fine. Well, I encountered some minor issues and recompiled EVE for 1.5.1 but it doesn't seem to be a common problem. So you can still use the latest release in 1.5.1 or if you encounter any issues, try my recompiled version: (The main menu is still bugged even though I'm actually certain to found the reason for it... I just don't know how to fix it^^)
  7. 4x4cheesecake

    How to use launch window planner?

    You may want to take a look at this page (also linked at the bottom of the launch window planner): http://ksp.olex.biz/ There are illustrations for the phase and ejection angle. The page also includes an transfer window calculation but the results may differ a bit, depending on the transfer window you actually picked from the chart of the launch window planner.
  8. 4x4cheesecake

    What's required to shield parts?

    Thanks for taking a look at it anyway I'm still doing some experiments and I get the feeling that it is important how the wing got constructed, because a single wing element can actually protect other parts behind it: This is a single wing connector typ A and a FL-T200 fuel tank + a bunch of reaction wheels behind it. Works perfectly fine, I'll do some tests with multiple wing elements now
  9. 4x4cheesecake

    What's required to shield parts?

    Yep, that's the part I want to get around Go for it...If you actually want to use it as a shuttle, I can share the launch vehicle as well
  10. 4x4cheesecake

    What's required to shield parts?

    Yes, that's what I mean. I've already tried to place the tanks on top of the body and move them to the correct position but still, they are overheating.
  11. 4x4cheesecake

    What's required to shield parts?

    Like this? Yep, I had this idea already and the challenge will allow such a design but it is not require to land on Eve, I just need to get captured in an orbit. Even though it might be possible to use heatshields, a 'simple' aerobreak should be possible without these and in this case, it is more about to trick the game mechanic to work as expected. Since this doesn't seem to be possible (and summoning a dev takes quiet some time), the selfmade radiator is a really nice workaround Anyway, if someone can find an reasonable explanation for this behaviour, I'm still interested^^ (No, 'heating is a funny beast' is not a reasonable explanation )
  12. How did you install the mod? Manually or with the help of any tool? If you use the twitch launcher to install mods, get rid of it...it is crap and I know at least one case where the launcher messed up with every single install of KSP, even a fresh downloaded version and the result was exactly the same localization issue.
  13. @maja So far, everything works perfectly fine I drove my rover half around Kerbin by setting up 6 smaller routes. I got no NullRefs, the rover spawned perfectly fine everytime (switched to the rover a few times while it was still driving) and without a CommNet connection, I wasn't able to set up a new route. Well, there is still the big performance impact when switching to the rover but it feels like the game will return to a normal state a bit faster. One question: Is it intended that the rover keeps driving when loosing the CommNet connection? I kinda expected the rover to stop and switch to 'Await CommNet signal' status, similar to a solar powered rover in the night but it also makes sense for the rover to recieve all the relevant informations at the beginning of a tour so the CommNet is not required to drive. If this behaviour is actually intended, I would like to suggest to add a difficutly option so the rover will also require a connection even while driving
  14. 4x4cheesecake

    What's required to shield parts?

    I'll do some finetuning on the weekend, so far I'm just happy to have a solution to work with. There are still several tests to do, for example the impact on the atmospheric flight stability or how many wing parts can be added to increase the effect on the temp or removed without having any differences (part count is already pretty high...), this will also include different orientation of the parts. On the other hand, orientating the parts like tail fins will definitly result in a better stability and less drag but somehow I think I have to sacrefice something in order to justify the heavy use of part clipping and to keep a peace of conscience. I'll ping you in my mission report
  15. 4x4cheesecake

    What's required to shield parts?

    @bewing I've done the experiment and the result is quiet confusing^^ 90° AoA in respect to the prograde vector: Hottest & critical part: Rocko Tank Hottest skin temp: 1953K/2000K Coolest part: Heat shield Coolest skin temp: 1246K/3300K 90° in respect to the ground: Critical Part: Rocko Tank Critical skin temp: 2013K/2000K Hottest part: heat shield Hottest skin temp: 2095K/3300K Coolest part: heat shield (the same...there is just one heat shield xD) Coolest skin temp: 2095/3300K Even KER is confused but still not the result I've expected from what you've said since the heat shield is def. not the hottest part. Did I perform the experiment incorrect? Sure Like you said, I've oriented them with the tail pointing up (45°): Works like a selfmade radiator I haven't done any screenshots during the testflight but if you want to see it in action as well, I'll repeat the flight edit: Well, you deserve a screenshot during flight^^ 1957K/2000K while crossing the Pe at 75800m with a speed of 4434m/s. In previous flights, I wasn't able to go below 80000m and even than there was no guaranty to survive^^