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FatherOfGold

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Everything posted by FatherOfGold

  1. How do I add them? The Stock Waterfall Configs are arranged differently (in the folders) than restock waterfall. Do I just copy over the .cfg files for those engines from Stock to the restock folder with all the cfgs in it or is there something else I have to do?
  2. Waterfall Restock doesn't have configs for any of the DLC engines. Is that going to be added?
  3. Are we gonna see the new SN8+ Flaps instead of the old Mk1 style flaps in an upcoming update?
  4. Gigan XL doesn't work with the fairings. The solar panels are ripped off when decoupling the fairings if the vehicle is accelerating at all. If the vehicle is stationary you can decouple the fairings without issue. Also, Gigan to TMI, with full payload and ore is within the payload capacity of an RTLS Ghidorah 9. Is that expected? With full payload and ore it weighs ~14 tons. I am attaching the solar panels at the little dots on the utility head.
  5. Can you add support for TweakScale? If an engine is scaled down or up can the plume also be scaled up or down accordingly? Thanks
  6. I have a couple of suggestions for TE v6.0. Maybe consider doing SpaceX rocket designs that never flew. For example, Falcon 1-E, Falcon 5 or Falcon 9 Air. (Falcon 9 Air would be far more involved than the other two since you either need to design it to fit existing aircraft in the game or you have to make your own stratolauncher).
  7. So now that Lunar Starship with the ladder and the Falcon 9 like legs is gonna be a thing, are we gonna see it in this mod? (Maybe in V5.0?)
  8. The way I do things is by launching payloads into orbits around bodies, launch a landing stage which docks with the payload and lands it on any given body. To be honest though I do find the Starship payload bay size very constricting. I'd recommend making the nosecone longer and the tank shorter. Starship does have more fuel than necessary even when fully loaded with 100+ tons of payload.
  9. Why? I have it. Right now. Running on my KSP save. It's the "beta" version but the difference between it and the final version 4.0 is tops one or two minor commits. They could be bug fixes but more likely just updating the version name so it shows up a 4.0 when you check in software (like CKAN)
  10. This randomly happens when I put a cargo starship on the pad. This never happens if the payload bay is empty. Here are the contents of my gamedata folder: I'm running 1.11.1, the latest version. Any ideas as to what might be causing this or how I can fix it? Waiting on the pad for a while stops the weird plume for some reason, but even then only sometimes. This is really confusing lol. The plume seems to be originating from the Superheavy booster. When it separates the plume either stops or stays "attached" to the booster.
  11. Is Electron's TWR supposed to be 3 at liftoff? Also the interplanetary photon doesn't fit in the fairing. And the 9 rutherfords can't induce a rotation on Electron. Can you fix that?
  12. There's a fairing adapter, you have to use that, and they connect to it. You can also put a docking port on the fairing adapter.
  13. Fair enough, but the cargo on the actual Starship is considerably taller. A suggestion would be to decrease the height of the fuel tank (reduce ~10% of the fuel capacity) and add that height to the cargo bay to end up with the same total mass as before. The upper stage has far too much DeltaV.
  14. Quick question, why is it that when I take an object and scale it, and then export as mu, it just exports the original object? If I export it as anything else it works just fine, but for some reason there's a problem with exporting as .mu
  15. They work for me, even before it was updated for 1.10.
  16. Just wanted pop in and say that Restock and Restock+ work just fine in 1.10.1. No issues whatsoever (except landing gear animations being instant but I faced that same problem in 1.9 and 1.8). No crashes whatsoever and I'm on a kind of old (albeit high spec for the time) system.
  17. Bagorah on the beta version on GitHub has a launch TWR of 0.64. Here are some relevant images https://imgur.com/a/NGsU653. I think the issue is that the resources are not defined for the tanks. Actually, this is a problem for all the tanks in the mod. Because the resources aren't defined, KSP is filling the tanks as much as it thinks can fit in them, which is more than intended. As a side note, the MK3 Starship/Superheavy has had a <1 TWR on liftoff for a while now (before this issue cropped up).
  18. For tail to tail, you don't need another control point, now you just have to point anti-target instead of target, but otherwise everything else is the same. For side to side docking, I think it's meant for other things to dock to Starship instead of having two Starships dock together, but you can use mechjeb for that if you really want to.
  19. The landing leg is stuck open in the VAB in 1.8, I can't retract it for some reason, but on the launchpad I can retract it just fine.
  20. It's the fault of FMRS or KSPs quicksave system. The second stage isn't immediately lit and collision physics doesn't immediately start running when you load a quicksave, which means that the second stage has enough time to clip into the interstage and it causes a mess. I enable unbreakable joints and no crash damage right before loading the quicksave, it fixes the issue. Where's the docking port from? For some reason it doesn't appear for 1.9 or 1.10, but if you go to KSP 1.8 Tundra 2.0 appears on CKAN, but it shows that it's compatible with 1.10, weird.
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