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Jaybtlr

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Everything posted by Jaybtlr

  1. hey scarsz, really like this part set, antares and cygnus done really well imo. One issue ive found though, is when using the larger srb in .25 there is no visable exhaust or thrust observed. Without the longer burn time of the big castor it makes launching larger payloads, or even fully laden cygnus's a chore. Additionally, is a thrust of 1.6n on the OM engine really neccesary. I understand from a realism standpoint that may be the case, but from a gameplay perspective is it wise? I myself throw on a few of the radial ant engines to make up for it. perhaps a engine value of 20, or even 16 would improve quality of life on burn times
  2. Is it due to the difference between the (old) static and (modern) tracking panels beale? perhaps something's sharing between the two parts?
  3. Personally I think that the frontal cone section of the va capsule is a bit wide. I'd think that shaping the top of the capsule to 0.625? Would look better perhaps? A more steeper conical shape for the capsule?
  4. I'm rather in favour of option 1, i like the ribbing on the lower tank, doesn't look as plain-ish
  5. I'm getting some sort of a compatibility error when using real fuels with the procedural parts. For some reason, whilst all functionality of RF is as it should be, having them together partially breaks PP. I can stretch the tanks (length and width) but the function to swap out textures and manipulate the tank (ie. make it cone, spherical etc) no longer appears in the tweakables menu. Each mod works fine separately, and i'm only getting this problem with realfuels (spent 25 mins swapping out mods one to one to find culprit of breaking). Any input on the matter? ------------ ignore above
  6. im fairly certain they're up to date, i used the links posted back. v6 of rss and v3 of the 6.4 config i believe
  7. I've pretty much installed everything on your list (bar a few i didn't want) correctly, and whilst everything works; there is one massive issue: The KSC is now located several hundred meters below ground level, underneath the collision map of the planet. Every time i load up, the KSC scene is bugged out, under the ground and when launching, craft can fly for a short while before hitting the collision mesh and shattering into pieces?? any help?
  8. Recently decided to give these modes a go, as seen from the development of the singularity pack... So far I'm loving it, great work
  9. FASAs latest update added a zero power thrust transform to the glitchy tanks.... issues fixed on their end.... still devs should get around to a 'real' fix hopefully
  10. Unfortunately it seems I've found a bug I've been playing around with the new Agena, its a very good little system; and in its desired configuration, there's not a hitch. However the problem I'm getting, although rather small and seemingly simple; it's causing me quite a bit of frustration. I'm using the flight pack, like you mentioned, as a cool little lander using a stock inline probe body, batts, panels etc and with the all-in-one fuel and lander (minus fuel, ty tweakables) from the one man Gemini lander and for some reason, its causing the rcs system from the flight pack to become inverted left = right etc and the sas keeps pushing on it to right its way up, yet ends up spinning out of control and crashing - sorry for the long reply, wanted to give my excellent feedback as well as this bug report
  11. If you are genuinely thinking of letting other crafts go, I'd ask you to please, at the last continue with the soyuz-y stuff; ie launcher, Soyuz(s' ?) And progress crafts moving forwards. They are a great bunch of crafts and make up a sizable amount of my ksp space infrastructure. Both launcher and crafts are iconic and beautiful :-)
  12. not entirely if this is what you mean, but a stock solution i use is simply use two standard decouplers ontop each each other, with the bottom one upside down.... that way, the bottom decoupler detatches from the stack, with ullage motors also, then the top one detatches with the interstage fairing thingy off the engine at the same time, or just before next stage ignition.
  13. yeah, I'm getting that too. I'd read on another thread (FASA i think) that the issue arises from having liquid fuel, oxidizer and monoprop in a part config, without any engine thrust transform thingys defined on .23 install
  14. looks like some good, thought out ideas. I for one believe that ksp lacks variation in stock-a-like command pods, and compatibility/interchangeability with SDHI components can only be a good thing. Looking forward to development of this
  15. It seems I'm having quite a lot of trouble launching this in the 4 booster config shown.... Upon liftoff (clamps decouple, engines ignite, or already firing) the boosters just seem to rip themselves, and the rest of the craft apart.... Additionally, with launch clamps to hold the craft steady, the engine bases have a habit of wobbling uncontrollably leading to toppling... Any ideas? Edit: it seems even the act of igniting the boosters causes the craft to jump... Ripping the attatch nodes apart :-(
  16. The KOSMOS pack does the same thing with the shared model calls, however what you save in memory and ram, you make up for with a lot of lag, both in the editor and flight scene. Its my understanding that KSP doesn't handle multiple model calls very effectively at the moment.
  17. When curious fan-theories for kerbal space program lead into reading up about quantum tunneling.... .22 cant download fast enough
  18. Hey there, love the new URM parts, and id love them more, but there seems to be a pretty significant problem. Thankfully, it isnt a memory issue... it just seems that the URM parts lag my computer too much. In the VAB, i cant manipulate my rockets once even partially constructed as it causes the scene to drop frames horrendously.... the same goes whilst in flight... none of my creations nor those provided, provide lag-free launches.... that is, unless, i use <20 or so part rockets, which (being a 1.25 only pack for the time being) means i cant launch anything with any significant tonnage. I my build does allow me to launch creations in excess of 200 parts stock or otherwise without frame droppage being much cause for concern. Any tips?
  19. @amo28 ive found that rotating 180 degrees ie, top to bottom; give good results, its useful to have a docking alignment/camera to help with that
  20. you dont need to put any mods into the squad folder, just place the final folder (ie the last folder before the part directories) directly into the gamedata folder
  21. My mediocre contribution: 2 and 5 way rcs ports, even smaller rcs tanks - even cooler if you could make an rcs pack with a tiny fuel capacity, monoprop engines?, more forms of passive power gen ie - prettier rtg's, fuel cells etc.
  22. So say a universal tank size 1,2 and 3; which you can manipulate ingame to become, for example: Upper, Core, Lower, Booster configurations of a base model/texture.......
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