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About kerbnub

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    Rocketry Enthusiast

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  1. Ok, thanks. I hoped it wasn't so, and thought not, because I'd have expected more complaining about something so common being broken =/ Can't test atm, but do you know if placing them with symmetry then removing symmetry before assigning them in KAL would work?
  2. So I made a rover with folding legs for low gravity bodies, but for some reason, half the hinges on one side don't work. In the pic on the runway you can see they're not folded. I built the wheels parts with mirrored symmetry, and the other hinges do fold properly. I've tried rebuilding them from scratch but get the same thing and it's driving me crazy now. Anyone seen something like this? I'm on a heavily modded ksp 1.9.1 and just got breaking ground, so I'm not sure if there's something simple I'm missing or it's a bug. https://imgur.com/a/3PliR68
  3. Maybe this doesn't require a mod, but I would like to be able to launch new vessels while the runway isn't totally clear. I understand this would allow things to be spawned inside each other if I don't move them away, but don't like how far I have to move things before I'm allowed to launch. Is there a mod or cfg that can allow this?
  4. I've been play a JSNQ career for a while (loving it) and am about ready to add GEP. I'm sure you guys know what you're doing, so I was wondering why the JSNQ version is rescaled to 2.5x instead of 2.7x. Does it fit better that way (was it originally already harder than stock)? Can that scale easily be changed?
  5. Hm ok. As an avid SSTO builder, I feel like there wouldn't be much room going the other way for a rapier with higher thrust but lower isp, as its isp is already pretty atrocious. At some point it becomes better to simply slap on a vector or rhino. Part of the point of ssto spaceplanes imo is that they don't need such high thrust to get to orbit anyway. Good to know, thanks!
  6. That section defines the engine's isp at various atmospheric pressures. The first value is atmospheres of pressure, second one the isp, and the game makes some curve between those defined values. So the below means you have 310 isp in vacuum (0 atms of pressure), 295 isp at 1 atm (kerbin sea level), and .001 isp at 20 atms. atmosphereCurve { key = 0 310 key = 1 295 key = 5 210 key = 10 170 -13.59091 -13.59091 key = 20 0.001 } The 3rd and 4th values in the 4th key have something to do with refining the c
  7. So if you don't want to think too hard about balancing the scimitar engine, I modified my scimitar engine configs for the closed cycle module as follows: Old: maxThrust = 200 atmosphereCurve { key = 0 310 key = 1 295 key = 5 210 key = 10 170 -13.59091 -13.59091 key = 20 0.001 } New: maxThrust = 160 atmosphereCurve { key = 0 330 key = 1 235 key = 5 130 key = 10 50 key = 20 0.001 } With these changes, the scimitar becomes the 1.25m version of the 2.5m Cutlass multimode engin
  8. What is the thinking behind the Scimitar engines in NFA? As far as I can see, they are just better versions of rapiers, replacing them entirely, and since they're unlocked at the same node, I have no reason to build rapiers. I think their rocket mode thrust should be nerfed and ISP buffed to have those 1.25 options similar to the two 2.5 multimode engines in NFA.
  9. I think that mode is called Kerbalism :p Experiments use power, but last I checked, stuff like deploying modules did not. @OP, if for whatever reason you want to expand the scope a bit, I imagine rocket engines would need some spark to get going?
  10. So I've updated to KSP 1.8.1 and tried just about every release of walkabout, but always had the same issue of no button showing up. I tried ctrl+W too, tried looking in options, launching a ship and coming back to space center, all to no avail. Here's a logfile using the latest walkabout on a pure stock 1.8.1 install: https://gofile.io/d/HZP6YO
  11. Was there ever a KIS working version for KSP 1.6.1?
  12. I was excited to find a round cargo bay, but their drag seems broken; they're far higher than comparable 2.5 parts and don't change when bays are opened or closed
  13. By the way, you can get a hatch on your crew cabins with
  14. I think adding that node would also add more drag to the part whenever used unconnected. What I typically do when I want a normal docking port attached to the shielded one is attach the normal docking point to something else and drag it to where it would be if properly docked. When launching the craft, I'd decouple that node, and it instantly docks to the shielded one.
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