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TeeGee

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Everything posted by TeeGee

  1. Ya I'd like to know the answer to this question also. I recently did a reentry using the FASA apollo pod and the ablative shield did NOT decrease at all. Basically the pod reentered without ablating the heat shield at all. Also the stock fuel cell doesn't seem to be working either. I have the appropriate resources in my SModule (liqH and LiqO2) but the fuel cell doesn't seem to be making any electricity.
  2. I'm using Realism Overhaul with Real Heat installed ONLY and I get this problem with Mercury and Gemini command pods
  3. I've been having issues with clamps spawning next to me as well. I also have been having issues with the mercury and gemini command pods overheating on the launch pad. I've heard about KSP bug causing overheating when parts are clipped into eachother and I have reduced the pods to their base structures and they still heat. I think its because of the built in rcs jets. Is anyone else having this issue?
  4. When I launched a rocket with RO using a KW rocketry engine, there was no real plume.
  5. Does real plumes currently only have cfg for FASA engines or is KW rocketry also supported? I would like to only use real plume supported engines right now and aside from FASA Im not sure what other engine packs are supported.
  6. Howdy! My KSC is umm, in the middle of the ocean in RSS. I installed all the mods recommended in RO and RSS and my KSC is floating in the water for some reason. Did I do something wrong?
  7. Ya I was just going to notify the thread this as well Nathan. The engine ignitor script which is now included in real fuels requires a overhaul in stockalike scripts for all the engines. As of right now, there is no ullage or limited ignitions in this engine pack. Just fyi everyone!
  8. Ive been having trouble getting engine ignitions in my install of KSP. Im using stockalike engines for ven revamp engines using real fuels however none of my engines or tanks experience limited ignitions or fuel ullage trouble. Basically engine ignitor included in real fuels right now doesn't seem to be working for me.
  9. Hi everyone! Just out of curiosity, Ive been trying to find and delete Mon-Hydrazine CFG in the stockalike RF folder to delete it because I don't want to use hydrazine in the place of monopropellant on my craft (due to the fact I would like to be able to use RCSsfx) but I can't seem to find it. Has it been renamed or ignored in the recent updates? Because even though it isn't in the folder, my craft are still arranged to use hydrazine in the place of monoprop on my craft particularly in stock ven revamp.
  10. Does this mod have any other requirements like FAR etc? I installed it and it isn't working for me.
  11. For some reason my space station with the irretractable solar panels doesn't have any reflections on them. The ports are fine, just the irretractible panels dont reflect anything..
  12. What do you guys/girls think? Would anyone else like to see this feature be added? I think it would give us much greater freedom with what we would like from our spacecraft in terms of performance and versatility. Same with our engines.
  13. I'd also like to see sound simulated like in atmospheric sound enhancement mod; like it compresses into a sonic boom as it approaches mach 1 etc.
  14. So no ideas anyone??? The flickering shadows issue is very distracting
  15. I used to use astronomers fps fix for the framrate problem but it doesn't seem to work anymore. I've turned down the terrain detail, pixel # etc but I still get big frame rate drops. I also have gotten that flickering shadow issue again on my craft: like the shadows casted are flickering in and out of existence all the time. Anyone know of a solution to one or both problems?
  16. I've always had a few problems with stock kerbal: 1) No explaination for how the rocket gets to the launch pad 2) no launch towers If someone could make a mod or parts that could cover the MLP problem, that'd be aweseome. For example: Have different size treads, different engine size clamps etc.
  17. Cool! So we turn to a heading of 90 degrees after launch. Ya I noticed that the latitude of the KSC is not equatorial anymore, that means we need to plan our launches according to launch windows; when our space centers are at the same inclination as our target orbit. This is AWESOME!
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