Jobin
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Jobin replied to Tiberion's topic in KSP1 Mod Releases
Ah okay, good to know. I've been trying interstellar out but so far I'm just not that into it, although I like the whole getting science from an orbital station doing "research" part. 0.23 please! Nova Punch, as always, is fantastic. Recreating Apollo just never gets old for some reason. Next stop: Real Solar System -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Jobin replied to Tiberion's topic in KSP1 Mod Releases
The Odin CM automatically decouples anything attached to it. Anyone else having this problem? Also notice significant framerate drops even with texture reduction packs. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Jobin replied to nothke's topic in KSP1 Mod Releases
THANK YOU SO MUCH! Such a simple thing (conceptually) but so great. I always hated how I had to plaster all of my science instruments and batteries to the side of a rocket! It looked awful and ruined the immersion for me. -
What has got you interested in science?
Jobin replied to Unimatrix1's topic in Science & Spaceflight
Probably watching the Discovery channel (back when it wasn't a bunch of reality TV crap) and History channel (like-wise) as a kid. That got me started and I think Apollo 13 (the Movie) inspired me too. I remember playing in a box when I was a kid pretending I was in a spacecraft going to Mars. My brother and I used to launch small model rockets in fields with our dad. Now I'm a year from graduating with a BS in Aerospace engineering. Where has the time gone? -
Basic Aircraft Design - Explained Simply, With Pictures
Jobin replied to keptin's topic in KSP1 Tutorials
Thanks for the infographic, I'll probably end up referring to it at some point when I take stability & control of aircraft next Fall semester :^) A much easier read than my Aerodynamics textbook. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
TeeGee I'd recommend just starting your mod install from scratch and making sure you're starting from a clean install. There's a lot of mods here and it could be easy to miss something. I installed remotetech improperly the first time. The engine stats are definitely scaled up in my version so it's probably an install error somewhere. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Jobin replied to MedievalNerd's topic in KSP1 Mod Releases
Turns out it was ECLSS. Deleted the plugin dlls and now its running silky smooth thanks for the suggestion. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Jobin replied to MedievalNerd's topic in KSP1 Mod Releases
I'm getting a lot of lag with RT2 (I think that's the problem). I set up a constellation of 4 comsats in elliptical orbits, 1 GEO, 2 high polar that gives almost total coverage out to Duna but now the framerate drops to around 15 constantly. Love the mod(s) but the framerate is just unbearable for me. Anyone have any solution other than "come up with a better constellation"? Lowered every setting to the minimum with no effect which makes me think it's a physics/processor issue. 64-bit support soon hopefully ;_; -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Stevron, that's what the Procedural Fairings can be used for - you can resize them to fit the large tanks and engines and use them as decouplers, though I've found them tricky to work with. The readme said pressing f while hovering over the fairing toggles the decoupler force but it's still zero. It can still work, you just have to add a couple of small solid motors to push your decoupled engine/tanks away. Unfortunately I keep getting constant crashes after finally getting a comsat into GEO. :'( I'm thinking it might be related to my universe replacer but the skybox is just too damn pretty. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Ah okay, hadn't realized it was giving vacuum TWR! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Oh boy, I didn't realize those worked like that. There's so many mods here I don't even know where to start, thanks for the tip xD I also am having trouble getting mechjeb to give me correct TWR using the stretchy tanks. Is this a known issue or am I doing something else wrong? Using the latest dev build of MechJeb 2 as of 11/25/2013. EDIT: After finally fiddling around with the stretchy tanks and finding the right engines, I was able to make a working launch vehicle with around 12k dV. Feels much more rewarding than the original Kerbin system. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Well, I finally managed to get Jeb into orbit with a little bit of help from MechJeb on the ascent. Career mode has proven to be really tough to start out with this mod configuration. I also discovered that in my excitement I overlooked installing RT2 and didn't properly install Medieval's tech tree rework, so that fixed the comms bugs. I'm noticing that the decoupler sizes don't seem to fit KW and AEIS well either, but other than that this is great. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Indeed. I feel like I'm learning rocket building all over again with this mod. Missions to the Mun with an orbiting command module and LEM involving rendezvous are routine in my career mode now, and I sent a probe to Jool and explored the entire system, which is why I'm so frustrated here. The mod has really put me in my place. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Jobin replied to NathanKell's topic in KSP1 Mod Releases
Amazing! I really want to just discontinue playing the vanilla system but I can't for the life of me get something with enough delta v to even get into LEO. I even used the real size Mercury/Gemini mod with the recommended flight path in mechjeb and would just run out of fuel at the end of the gravity turn. The small upper stage engine isn't nearly powerful enough to circularize. I've tried everything and can't even get into orbit. I've double checked that I've installed everything correctly so I don't know what I'm doing wrong. I've also noticed an issue with coms not working in career mode for some unexplained reason. It says my antenna is "Locked" even after unlocking the second tier antenna. Overall amazing start! Any chance you could post a video of some basic rocket to LEO showing the engine thrust & fuel tank values? Once again, I love this but I'm not sure if I have the correct realism settings since its impossible for me to get to orbit. Some bugs (I think) I've encountered: -Antennae not working in career mode. -Inexplicable loss of control on launch pad (cant start engines, release clamps, etc.) Restarting the game fixes this. -Part Diameters out of whack. Seems that fuel tanks and engines were downsized whereas decouplers and pods were not. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Jobin replied to Normak's topic in KSP1 Mod Releases
I can\'t download this because dropbox says there is too much traffic. Host on mediafire OP!