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Spike88

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Everything posted by Spike88

  1. I think he’s already resolved the issue, he posted a video of a Soyuz launch using the heavy.
  2. If it hasn’t been stated, what’s a good range to set it at?
  3. When setting up a career, the failure rate in the options is the % it starts at and then slowly ticks to 100? Or is it the total % of a failure?
  4. I ended up giving up and reverting to stock commnet, but using a 2.5x rescale with remote tech kept leading to my rockets losing connection at 70KM. I tried using the 2.5 multiplier in the options, to no avail.
  5. Is there any information on where the atmosphere ends in a rescale? I’m using a 2.5x. Is the atmosphere marking on the HUD accurate?
  6. I’ll double check with @Sigma88, but I think he wrote KKtoSD to ignore everything that doesn’t have a config to target it. Using a stock sized system is so much easier, but the rockets are OP.
  7. So basically I should remove KKtoSD, fix the placement of everything in the Kosmodrome, save and then re-install KKtoSD.
  8. After spending 10 minutes fixing the Kosmodrome a third time, I saved everything in place. On re-loading the game I realized everything that I had saved had disappeared and I had to delete the Kosmodrome and re-install it again. What caused this and how do I avoid it?
  9. After sitting through 3 hours of trying to get my KSP working again, pruning my mod list to see if it was a memory error, reinstalling KSP from scratch, etc. I stumbled upon @Tarheel1999's recent post on how 1.3.1-4 broke his game. Even though I had 1.3.1-5 installed, I decided to roll back to 1.3.1-3 and lo and behold KSP starts running again. Here's a link to the lost crash output, along with the Kopernicus Log: https://www.dropbox.com/s/u4b63ik7a6vtcy6/2018-02-11_170822.7z?dl=0
  10. You can pull the Solar Truss from ISS community and get Beam from @bcink‘s KEAM mod to have a more complete ISS.
  11. I'm a fan of recreating the historical space race, so I downloaded @Alcentar's R7/Vostok/Sputnik mod and launched an R7 with Sputnik 1 from one of the Kosmodrome launch pads. I used Gravity Turn to control the ascent and noticed the rocket started to spiral along it's center axis off kilter(i.e. the head and tail of the rocket weren't lined up with the spin). I relaunched the rocket and flew it manually with SAS enabled and didn't have the same issue. I'm not sure if this is an issue with Gravity Turn or the R7 in question. I haven't had similar issues using Gravity Turn to launch a Juno Rocket with Explorer 1(BDB) from the regular launch pad. I'm going to do more experiments to try and recreate the issue on different launchpads or with different rockets.
  12. I'm a big fan of recreating the space race, so I downloaded your mod to supplement Tantares. I launched an R7 with Sputnik 1 from the Kosmodrome launch pad, using Gravity turn to control the ascent(I don't link flying missions that don't have pilots). For whatever reason the rocket was spiraling around it's center axis, but the nose of the rocket wasn't in the center of the spiral. I reverted the flight and launched manually with SAS on and didn't have the same issue. I've never had issue like this using Gravity Turn and other rockets, so I'm not sure if its a problem with GT or with the rocket itself. I'll do more tests, such as launching the rocket using mechjeb, and launching from the regular KSC to try and narrow the issue down further.
  13. I'm trying to launch an R7 rocket from the Kosmodrome, however I get a warning that my rocket is too heavy to launch. Where do I bump up how much weight the launch pad can handle? Assuming this is even a KK issue. Edit: Nevermind, Figured out. Edit2: Instead of creating a new reply, I'll just piggy back off this one. I'm using a 2.5x rescale and KKtoSD to keep things mostly in the same space. With the limited knowledge of KKtoSD I was able to keep the KSC spotlights in place with the rescale. However when I went to the Kosmodrome it needed some slight fixing to put certain parts back in place. However, whenever I would select an object to fix, it would pop 600 meters ish under the surface, and I'd have to move it ground level. In some cases it would also move a couple hundred meters in another direction. I didn't really have a problem moving everything back into a relatively ideal position, however when I tried to move the plateau the kosmodrome is situated on, it broke Kerbin when it jumped into the ground. All I would see is a black sphere and a sunflare like effect. It even broke the KSC on the other side of the world. I was able to fix it by uninstalling KK and the Kosmodrome and reinstalling it. On the second attempt I just avoided selecting the plateau when I was fixing everything. What caused this and is there anyway to avoid it? If I were to use a KKtoSD cfg to fix it, which one would I use? I'd kind of lack to snap the plateau to the terrain, but I don't want it to break my Kerbin again. I'm also wary of installing any other launch sites for fear of them breaking my Kerbin when I try to fix their location.
  14. Anyone have a working link for this? Original went dead.
  15. Is it CxAerospaces ISS? Also which mods for the beam and the altered launch site?
  16. Anyway to get Blocs and Roman numeral support like Launch Numbering?
  17. Don't think I've seen any blondes. Although one of the spine/cerebral girls looks like Donna from that 70s show. According to the wrist doctor, I probably will be by the time this is all over.
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