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Everything posted by acc
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
acc replied to BahamutoD's topic in KSP1 Mod Development
Oh, there it is. Thank you. Maybe he should mention it in the thread. because there is no word or screen about it -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
acc replied to BahamutoD's topic in KSP1 Mod Development
Thanks, but nope. I've checked the dynamics pack first. I'm pretty sure it was part of the armory pack, because of the mouse-tracking functionality. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
acc replied to BahamutoD's topic in KSP1 Mod Development
I can't find the mouse-tracking spotlight. is this the wrong mod or am I blind? -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
acc replied to Nertea's topic in KSP1 Mod Releases
yep, I can confirm that. That helps me to get a better understanding how it works. -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
acc replied to Nertea's topic in KSP1 Mod Releases
I've finished my near sun (999.99 Mm) mission. but I had to retract the radiators because they overheated if not. Should they not work better when deployed? I'm still wondering how the heat stuff exactly works in KSP. Most of the time it makes no sense to me or consufes me completely. And never warp faster than 100x when you get lower than 2Gm or the radiators (and other parts, even if they get no direct sun light) will explode. And the heat pipes tendend to overheat anyways. I had to be very carefull to get this mission done, including some quicksave loads. -
Operation Gold Strike: Minmus Mining Operations
acc replied to Felbourn's topic in KSP1 Mission Reports
why you did'nt use landing legs on the base? nothing wrong with the design. I was just wondering -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
acc replied to Nertea's topic in KSP1 Mod Releases
I hope my near sun probe will no longer explode with this patch. there are contracts waiting to get done -
[1.12.x] Heat Control - More radiators! (August 22, 2021)
acc replied to Nertea's topic in KSP1 Mod Releases
you should be able to deploy it using the right-click-menu -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
acc replied to OtherBarry's topic in KSP1 Mod Releases
interesting idea -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
acc replied to OtherBarry's topic in KSP1 Mod Releases
cool. thank you too -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
acc replied to OtherBarry's topic in KSP1 Mod Releases
see here. first two screens show the lander with .65m heatshields from deadly reentry as reference. dV in VAB and on the pad are the same. the other two screens show the lander with .65m rescaled procedural heatshields. dV in VAB: 1177, dV on the launchpad: 393. there must be something wrong with the mass calculation in flight-scene or VAB. -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
acc replied to OtherBarry's topic in KSP1 Mod Releases
1.) guess there is something wrong with the heatshield part. please see here and here. 2.) I can't scale the RCS tank down to small sizes. playing in career and have already unlocked all stock rcs tanks. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
acc replied to Starwaster's topic in KSP1 Mod Releases
yeah, I know MJ has no 100% accuraccy, but the numbers was way off. I tracked it down to the procedural heatshields. I tried to use them (stupid me) as structural landing feets. (first two images with DR .65m shields, another two with .65m p. shields)- 5,913 replies
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alright, thank you. but I tracked it down to procedural heatshields. it caused the huge difference in numbers. maybe the dev version of MJ was calculating wrong at all, but the p. heatshield messed it up. I tried to use them (stupid me) as structural landing feets. (first two images with DR .65m shields, another two with .65m p. shields)
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
acc replied to Starwaster's topic in KSP1 Mod Releases
I get strange dV/TWR calculations using MJ. both is much higher in the VAB than in flight. The only thing I installed/updated was the latest deadly reentry. data: - KSP 1.0.2 x86 - MJ dev #459 - DR 7.0.3 - log - installed mods also reportet at MJ thread- 5,913 replies
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just want to let you know there is somebody (me) who's really waiting for the update but take your time
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You could simply delete the stock ones. Compared to the procedural bases the stock bases look very cheap. But just my oppinion
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the clamps follow my vessel into space. looks like they respawn on the vehicle and release again. it's just for a milisecond and then they fall behind. I can see them as debries. duno how to describe this. - KSP 1.0.2 @ win x86 - log
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
what does this exactly mean? are they now like the stock survey contracts? Edit: Ok, I've read the full changelog now. I'm sad about it, because I really don't like the waypoint system and I used this mod to not have to do the stock surveys. any chance to get "yours" back in? But thanks anyways for your work