Jump to content

Emilius73

Members
  • Posts

    213
  • Joined

  • Last visited

Everything posted by Emilius73

  1. He used Kerbal Konstructs to place the pad, which I believe is from the Making History DLC
  2. Hey @benjee10, I've been having some loading issues with HT2 lately. I updated the install that I use for my "Orbiter" videos (the ones I posted in the SOCK thread once) but now that I try to load the game, when it gets to loading the dual solar panel part from HT2 the game just stops loading (Disk usage drops to 0, showing the game isn't doing anything), but the game doesn't crash. What can I do, is there a way to fix this by myself or would you need to make an update on your side?
  3. I get it, Starlink can affect astronomical observations. But think of this: that "train" of sats is only formed right after launch, with the sats then raising their orbits and putting themselves in their final positions. And as mentioned before, new technology always has problems, but IMO having a system like Starlink is much more beneficial over its marginal effect on astronomy. If Starlink works, millions of people will have access to high-speed internet all over the world, and the internet is every day becoming more important in our lives. The pros outweigh the cons immensely. Seeing a problem with a new technology is no reason to abandon it. It's a reason to fix it. And besides, why is Starlink an obstacle to SpaceX featuring in a videogame? I see no reason behind this. If Elon wouldn't be interested in science, SpaceX, Starlink, Neuralink, SolarCity, Boring Company, etc. would either not exist or be very different. Also remember that the Tesla was 1. Not launched to Mars, but to a Mars-crossing orbit around the Sun and 2. The Tesla launch was a test flight for a completely untested vehicle, meaning launching a probe in that flight would have meant spending billions of dollars and putting those billions at an immense risk since the vehicle was (before that flight) completely unproven.
  4. Damon answered on Twitter and said no... He said it would need too many massive texture files to be done
  5. Okay, here's a cool suggestion: Why not add different levels of soot to the G9 boosters? That way you can see how many times a booster has been reused and show some level of progression for someone using them, like this image shows (found this on Twitter) I don't know if you'll see this, but I'd love to have a feature like this. @damonvv pls
  6. A giant RAPIER with a supersonic thrust of nearly 4,000kN? TAKE. MY. FUNDS.
  7. Thanks! The interstage seems to be fixed in the dev version FYI. EDIT: Nope, interstage is still broken
  8. @damonvv I have a problem with the “toggle soot” options in the Ghidorah9 interstage and the Ghidorah Heavy booster nose cones. On the interstage (Block 4 variant) once soot is turned on it can’t be removed, and the soot doesn’t work at all in the GH nosecones.
  9. I have a problem with the automated landing guidance on Kerbin. I'm attempting to land a first stage booster, Falcon 9 style on a ship (with a method that has worked perfectly for other people), using a low thrust engine mode, and a very steep ascent/descent angle. (See the landing technique in action here). Using version 2.9.2 (I use KSP v1.9.1), the booster always impacts the ground a couple hundred meters to the east of my target, and in the majority of cases starts the final landing burn waaaay too late, impacting the ground at around 200-300m/s, and in some cases not doing a landing burn at all (resulting in an impact at about 700-900m/s). Is this a bug? Could I do this differently? Is the landing guidance system crashing? (See the landing guidance system fail here, this is me trying to land the booster, on this video I tried the landing with 2.10, but the exact same issues occur in 2.9.2) PS: Here's the player.log file if you need it: https://drive.google.com/file/d/105zbvCJeYMabKYb9eiBmPEtdE3_Ng5Oq/view?usp=sharing The log was recorded with version 2.9 installed
  10. Great mod! Just wanted to ask if anyone’s made RealPlume Stock configs for this?
  11. Started work on the first asset today. This is the Kastor 1250, with a diameter of 1.25m.
  12. And the FSX modding community complains about making interiors... Amazing!
  13. Eve, a partially reusable medium lift launch vehicle with a capacity of 20t to LKO (with booster recovery), and the capability of launching crew as well. It also fits the SpaceX towers pack really well so that's a bonus!
  14. MAS Interactive IVA. It's basically a newer RPM.
  15. Hope BE works with JNSQ, I'll make a separate instal for testing it. KSP isn't the same without it.
  16. Great to see that new dev builds for this mod are being made so quickly! Back in the day Kopernicus would take 2-3 years or something for an update. (I'm probably exaggerating, but you get my point.)
  17. Alright man Take your time with the update!
×
×
  • Create New...