Taki117

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Everything posted by Taki117

  1. I don't know. I'm not far enough along in the tech tree, but as long as it has the Launch Clamp Module it will work, or if you know the name of the part you can copy/paste one of the other ones and change the name as appropriate.
  2. I learned something new today. My statement still stands though, I have yet to come across a popular mod that doesn't use this.
  3. There are very few chutes anymore that aren't using this mod, or because they use the stock chute system, get converted by this mod.
  4. Safe to say you're going to be starting a new thread once it's released?
  5. It looks like you might have more than one installed.
  6. This seems to work fine as in in 1.6.1 Nevermind. Looks like there's an update. (See below)
  7. I guess the thing I don't like most is the different sized nodes. Half size is fine, but the decreasing size might get hard to see.
  8. I actually like the Engine Nerf, makes designing and building rockets more of a challenge. As far as the Oxidizer/LF levels being adjusted, as long as the same mass results in the same dV I don't see an issue with it, my only concern would be mod parts and how those would interact, so I would probably either make an extras folder and make it an option, or move the resources bit to its own mod. As for the tech tree itself, I'm not sure I like the new direction? I guess I'm not fully understanding what's going on, and if anything the upgrade nodes would make the tech tree more cluttered, even without CTT. I think the upgrades should stay in the next tier nodes, where .8 is in advanced rocketry, and .9 is in heavy rocketry (Or wherever they end up)
  9. To be fair, Gemini used ejection seats. The proposed Big Gemini ('Big G') was going to have an LES, but it was never constructed.
  10. That's pretty normal actually. Sounding rockets aren't supposed to go to space, and certainly not stay there. It takes 3300m/s or so to reach orbit around Kerbin, three stages of a Sounding Rocket is only going to get you to about 30km or so. (I used 2 stages and got to about 10km) To go higher you'll need a bigger rocket, the .035m parts aren't going to do it, and you get the .0625m parts are right where they should be on the tech tree. Yup, sort of. Because Simplex uses stock nodes the parts get put in their stock places, but because sounding rockets are geared towards being the first rockets you get they appear very early in the tech tree.
  11. I am happy to report that this mod works well in 1.6.1
  12. If so that mod still works in 1.6.1. I use it regularly in my Space Program series on youtube, and it's integrated into the Tech Tree already.
  13. Honestly, I wouldn't worry about it. As it stands BDB is probably the most versatile mod Ive ever seen. You can make historic stuff, or toss parts together to make whatever you want. I wouldn't change that at all and I feel like adding more realism would do just that.
  14. Had a question about the Launch Vehicle Technical Data page of the Wiki. the Thor series of rockets have an x in the LKO column, what does that mean?
  15. Sounding Rockets is already supported natively since it primarily uses the start node and the first rocketry node. It really can't be any later since you get the kerballed capsules very quickly afterwards. I run both this mod and Sounding rockets and think they work perfectly together. Perhaps you could elaborate what you're looking for?
  16. That is far too low if you're just deploying your chutes, especially with realchute. It takes a few seconds for them to deploy reefed, and then a handful of seconds to fully deploy. Watch your speed, bit 7-10km for pre-deploy and then 2500-5km for full deploy. Assuming you have it set up to pre-deploy at 1200m, and then immediately full deploy, there's not enough time for the chutes to fully deploy before you hit the ground.
  17. @davidy12 The Apollo parachutes are working fine in a stock game with only this mod installed. What other mods do you have, and what's your reentry profile look like? It could be a combination of any number of things, but they do work as intended.
  18. Define Broken. It is entirely possible that you are opening them too soon and they are getting destroyed by aero forces. If you set the atmosphere opening to .5 you should be good.
  19. Finished uploading all of my subassemblies to my Kerbal X Hangar. I also updated the Bossart launchers since I figured out how to read instructions in the Wiki...(I was missing a Medium Tank on all of my designs...) Happy flying!
  20. So, I took it upon myself to create subassemblies of the "Early Rockets" from the Fenris and Redstone all the way up to the Atlas V core. These are provided without payload, correct stating, or warranty, so use at your own risk. I still have a small handful to upload (Kerbal X only lets me do 10 at a time, and I have about 15 variants) I also didn't include the Daleth (Delta) and Muo (Atlas V) booster configurations, those have been helpfully provided by @MaverickSawyer Here's the link to the hanger I created for them. Enjoy, and happy flying. https://kerbalx.com/hangars/54837
  21. If I might make a request: Could we get sub-assemblies of the less famous Launchers? For example, the Viklun, the Rousette, Peacekeeper/MX Missile (Paxus) derived rockets, nad perhaps the Delta series?
  22. @theJesuit Holy carp that looks amazing! You've done a far better job with it than I ever could. I can't wait for the 2.0 release!
  23. I am happy to report that the version maintained by @Electrocutor works perfectly in 1.6.1, even at sizes exceeding 7.5m