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grayal

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Everything posted by grayal

  1. what is the engine part called? im talking about the ones that side mount to the angles base of the MIR modules above the docking port. I do not remember what they are called on the real MIR but its not the ones that mount to the base of the core module. If you are talking about the VEGA OE2 spion, i was thinking that may be it but the ones on mir have a shroud around them.
  2. What happened to the MIR modules orbital engines and the Long monoprop tanks that mount on the outside of various MIR modules? As far as the engines go, im not talking about the "Eridani" engine thaat the core module has, im talking about the angled ones on the other modules like prioda and krystall
  3. Yeah i have been getting that feeling lately. Thanks again to all for your help
  4. I used CKAN to install TNIC last week. How do i get the new version, I assumed the one i installed was the newest one.
  5. So... Continuing the parachute woes... It isnt realchutes. Im also using Tantares in colors and I have 2 Tantares Soyuz Chutes. The T-V2K and T-SZ. The T-SZ works fine but is only black. The T-V2K is the one that isnt working and it is the one that is available in the Tantares color patterns as well as the Tantares in Colors patterns. I am removing Tantares in Colors and testing again... WIll advise. Ok test complete. It's fixed now. Sadly it WAS Tantares Now In Colors that was to blame. Removed that MOD pending it's update and my Soyuz Chute works again.
  6. I too would love to see the solar array tracking in multiple axis. Also would be nice to be able to mount the radiators under the solar arrays that track as well to be edge on to the sun.
  7. Beale, Thank you for weighing in. I love this MOD BTW!! I have tried the deletion of Partdatabase.cfg as well as physics.cfg plus a wipe of the modulemanager cache. None of this helped sadly. I would love to be able to use Realchutes along with Tantares. As i mentioned im not sure that realchutes is the issue as i have not yet been home to test. Nor have i tested the Drogue chute then main chute idea. Come to think of it i also have not checked the REALCHUTE settings it applied to the Tantares Soyuz Parachute,. Maybe it reconfigured it as a drogue or something crazy changing its parameters. Ill have to check all that when i get home in a few hours.
  8. Graphically no it does not. Even if i set the opening altitude to max 5000m it doesnt. Im suspecting that maybe i will have to (with the addition of realchutes) add a drogue chute to the DM and action group it to open first then action group the mainchute with a drogue cutaway.
  9. Not sure if anyone else can help with this one. I've search for this on the forums and found some info but no real solution. My Tantares Parachutes for Soyuz do not work. What i mean by that is this. After deploying, the chute comes out, the craft slows down to about 280 m/s initially then while falling to the full opening altitude itll slow down to about 255 m/s and thats about it. Needless to say the craft then hits the ground turning my Kerbals into a lime colored jelly. I have tried MANY different variables from pressure to altitude. My reentry angle is fine. More importantly ALL other chutes from stock to other mods work fine. Only tantares seem to be affected. They were working prior to a mod install which i suspect was Realchutes. I have removed the realchutes mod but have not tested it yet cuz i had to leave for work. Can ANYONE shed any light on this issue?
  10. What happened to the analogue for the MIR TRAVERS antenna that is mounted to the PRIRODA module. I seem to recall that both Tantares and Contares had one but now it seems to have disappeared. Or if anyone has a better idea to serve as the TRAVERS array im open to suggestion. I'm trying to recreate the Soviet space program mission by mission and im stuck with MIR due to this. (don't wanna give up the dream)
  11. Anything special i need to do to get CX to work? How about the trusses and solar arrays from the old HabTech will they work with the new HabTech2 and in 1.6.1?
  12. Where did the Trusses and Solar Arrays come from? Will they work with 1.6.1?
  13. If I'm not mistaken jupiter (not earth) has 2 groups of asteroids in or near its orbit. The diagram I saw called one group Greeks and the other Trojans. But the respective names werent really the point I was tryin to make. See pic I also did not suggest anything whatsoever about using PRINCIPIA. KSP doesnt care a whit about orbits being realistic and for the purposes of KSP and my enjoyment of it neither do I. At the risk of sounding rude, i'm not really sure why you brought it up. I appreciate you trying to educate me but i assure you it isn't necessary. Ceres is not in neptune's orbit. Are you thinking about Eris? Ceres is a belt asteroid. Also I am aware of Vesta shape. I'm not suggesting anything as detailed or adhering to realism such as that. I'm merely offering a suggestion that doesnt involve deleting ike. For example you could put it 180 degrees away from dres. That wouldnt conflict with OPM at all. PS I too wish to land on Kerbol. I'm gonna go at night so the heat shouldnt be a problem nor the bright light. (Dripping with sarcasm for those that do not recognize it]
  14. Instead of removing IKE, why not put it out near dres in a greek or Trojan orbit and it can serve as a Vesta analogue like Dres does for Ceres.
  15. What two addons? my hermes parachute is sticking straight out deployed in the VAB and on the launchpad
  16. Beale, I am using KJR and Mechjeb for the launches. I have had to increase the gimbal from 1.5 to 2.5 and i removed a considerable amount of fuel from all 3 stages. I also start the gravity turn almost immediately and manage the throttle to keep TWR around 1.8 for most of the launch. It works but it's a lot to manage but im happy i can launch my MIR parts now. LOVE YOUR MOD!!!!!! Any plans for the Federation spacecraft and the Soyuz 5 rocket?
  17. Beale, I am having the issue on 1 craft file with the TKS spacecraft downloaded from this thread. I took the proton rocket off this as a subassembly and added it to the salyut-1 craft file. I am having the flip with both. I intend on testing different launch profiles when i get home such as lowering the acceleration of the rocket to keep it under terminal velocity ( i am using mechjeb) if this doesnt work i intend on possibly editing the proton 1st stage to have a higher gimbal limit ( im out of ideas and this will be a last resort) i would prefer not to install FAR but maybe ill have too. Anyone else have any ideas? I searced the thread for anyone else having flipping issues and it seems to have been an issue in the past. I also tried deleting the partsdatabase file as well. So far, nothing has fixed the issue. I have successfully flown tantares rockets before but i've been away from the game for a year now. On another note. what are the best mods for creating a stockalike ISS now including tantares for the Russian Orbital Segment? The sun tracking solar arrays and preferably the heat radiators are a must have.
  18. @PART[Alniyat_Crew_1]:NEEDS[TantaresLV] { MODULE { name = ModuleProceduralFairing nSides = 48 nArcs = 2 nCollidersPerXSection = 9 TextureURL = TantaresLV/Parts/LLV/fairings_diff panelGrouping = 3 pivot = 0,-0.0625,0 axis = 0,-1,0 baseRadius = 1.25 maxRadius = 3 capRadius = 0.15 snapThreshold = 0.1 xSectionHeightMin = 0.3 xSectionHeightMax = 3 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.012 UnitAreaCost = 12 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged useClamshell = True } } @PART[Eridani_Crew_1]:NEEDS[TantaresLV] { MODULE { name = ModuleProceduralFairing nSides = 48 nArcs = 2 nCollidersPerXSection = 9 TextureURL = TantaresLV/Parts/LLV/fairings_diff panelGrouping = 3 pivot = 0,-1.25,0 axis = 0,1,0 baseRadius = 1.25 maxRadius = 3 capRadius = 0.15 snapThreshold = 0.1 xSectionHeightMin = 0.3 xSectionHeightMax = 3 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.012 UnitAreaCost = 12 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged useClamshell = True } } How do i incorporate this into my KSP? I am also having an issue with my proton rocket flipping over, Ive added the craft files for salyut 1 and proton i am using an interstage fairing between the last stage of proton and the salyut payload along with the salyut fairings ( i was succesful in adding them) but the rocket is very unstable. How do i correct this? It seems to be an issue with the interstage fairing adding too much drag despite it being inline with the rocket.
  19. I see mention of fstexture switch and see lots of pics of other textures. Were these from otger early versions of the mod or just something u were playing with. Will alternate textures eventually become available?
  20. How do you access and use the alternate textures ive been seeing?? Ive searched the topic but not having a lot of luck finding anything. Also the small monoprop engine used for the lunar return section of the l3 lander doesnt have a bottom node so you cant attach anything under it. Or is the tantares analog for the l3 lander designed to ascend from a moon with the whole landing leg section still attached?
  21. Sure is a lot of complaining in here about a paid expansion. I bought the game for $23 back in Jan 2013 and ive gotten several more orders of magnitude worth of entertainment more than i paid. I personally dont give a crap if some of the planned expansion items have been around in the form of mods for years. I dont care if i have to pay some for it. One pays $60 or more for a PS4 game or say 100s to potentially 1000s for prepar3d or fsx content in total. I want squad to be successful. Ill be very grateful if squad allows those of us early adopters to get this expansion for free but ill gladly pay for it. One should not act entitled over 20 bucks. Ive been poor and never got my panties in a wad over 20 dollars i freely chose to pay for some entertainment nor did i feel the company owed me anything beyond what i initially paid for. To the neighsayers out there that intend on flaming me for this post. Go for it. But think about what you paid for ksp vs what you have undoubtedly shelled out for other games, pc hardware, red bull, taxes, beer, snacks etc etc and see if you dont then agree with me.
  22. 2 weeks and no reply? Is this mod dead? I truly hope not.
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