craigmt1
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Bottle Rocketeer
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
craigmt1 replied to RoverDude's topic in KSP1 Mod Releases
Here's my current GameData folder, everything was installed using CKAN: -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
craigmt1 replied to RoverDude's topic in KSP1 Mod Releases
I seem to be getting the same issue as a lot of people in this thread and I can't seem to find an answer. I get sound, but .1kn thrust and no fuel flow. Any ideas? -
I've noticed that none (yes, none) of my spacecraft are now receiving any sort of power, despite being in direct sunlight and having sun exposure. I tried verifying the integrity of the game cache as someone on Reddit suggested, but nothing seems to work. Any ideas? I've included an example here: - - - Updated - - - Solved it by removing Copernicus and OPM I hope they fix them soon.
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Could there be a few links in the first post to some solar systems with planets in them so that I don't have to comb through 30 pages to find one?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
craigmt1 replied to TaranisElsu's topic in KSP1 Mod Releases
I've noticed that none of the converting parts (Carbon Extractor, Water Splitter) seem to be doing anything. Did I miss something or are they just not working? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
craigmt1 replied to RedAV8R's topic in KSP1 Mod Releases
I tried upgrading everything before I posted but still no dice. Ah well, I guess I'll use Hakari's F-1 for now. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
craigmt1 replied to RedAV8R's topic in KSP1 Mod Releases
Here ya go: https://copy.com/ASnARvfgXGqsbdK2 It's basically a Saturn V with a dummy payload and procedural tanks. It may load with the fuel tanks empty, but even filled, and with fuel lines placed directly from the tank to the engines, it still doesn't ignite. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
craigmt1 replied to RedAV8R's topic in KSP1 Mod Releases
I just can't for the life of me seem to get the F-1 engine from FASA working, it always flames out on the launchpad and says "LiquidOxygen Deprived". Every other engine in FASA seems to work fine, though. Any ideas? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
craigmt1 replied to NathanKell's topic in KSP1 Mod Releases
Just upgraded to the latest version, and I've noticed a major performance hit. Where a second in game clock used to be 2 on my laggiest ships, even on my smaller ones its almost 4 seconds for each in game second. I even went about removing obsolete packs like Jackbauer's engine configs and it is still very, very slow. Is it ModuleRCSFX causing the problems? I can't seem to get that to work properly either. Any ideas? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
craigmt1 replied to NathanKell's topic in KSP1 Mod Releases
Thanks, that seems like it will work. Haven't played in a couple months so trying to regather all the packs and figure out what's new. Would anyone know why no parts are loading in the VAB? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
craigmt1 replied to NathanKell's topic in KSP1 Mod Releases
Anyone know where to find rescaled FASA configs? Older link seems to be dead. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
craigmt1 replied to NathanKell's topic in KSP1 Mod Releases
Config to increase Science Lab to Skylab proportions: @PART[Large_Crewed_Lab]:Final { @rescaleFactor = 2.6 @node_stack_top = 0.0, 1.830905, 0.0, 0.0, 1.0, 0.0, 6 @node_stack_bottom = 0.0, -1.830905, 0.0, 0.0, 1.0, 0.0, 6 @mass = 77 @MODULE[ModuleScienceLab] { @crewsRequired = 3 @RESOURCE_PROCESS[ElectricCharge] { @amount = 800 } } } Personally I think something like this should be included (maybe as a separate part) in the download. -
Would love to rescale this for Realism Overhaul, but having three independent models makes it pretty tough :/