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Taki117

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Everything posted by Taki117

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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?
  6. 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.
  7. @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.
  8. 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.
  9. 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!
  10. 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
  11. 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?
  12. @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!
  13. I am happy to report that the version maintained by @Electrocutor works perfectly in 1.6.1, even at sizes exceeding 7.5m
  14. This seems to work wonderfully in 1.6.1 I've lost a couple of missions to improper reentry angles...Going to take some re-getting used to.
  15. @theJesuit Holy carp that looks amazing! You've done a far better job with it than I ever could. Hopefully this will integrate with KSPIE and not look like hot garbage (I don't see any reason why it wouldn't) Amazing work and I can't wait for the next update to put it to the test.
  16. The real question is what mods don't I run...MM has over 18k patches to apply, and this contract pack works just fine. I've already done a large handful of missions with them.
  17. From my understanding there hasn't been any massive under the hood changes between 1.5.1 and 1.6.1
  18. Maybe? What's weird is the exact same config works fine with it's only the two mods, but not when it's a whole bunch. I suspect Hide Empty Tech Tree nodes is the culprit (Since the tech tree gets massive) but then why would it show up on one install, but not another?
  19. I was hoping to avoid deleting them...(you know what I'm working on)
  20. Stupid question: How do you stop another mod from loading its configs? Working on a tech tree integration, and the only way I've found to get it to work is to delete the tech tree of the mod I'm trying to replace. I'd like to not have to have the average user do that, so is there a way to stop that config from loading using a MM flag?
  21. Here it is! Decided to take it upon myself to make a config that adds this to any part that has Module LaunchClamp Which includes the BDB Launch Clamps. I also added support for Modular Launch Pads Simply add a Saturn Base, a Soyuz Base, or the Russian Launch Clamp and it should work. @PART[*]:HAS[@MODULE[LaunchClamp]]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } @PART[SaturnMobileLauncherLarge]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } @PART[SaturnMobileLauncherAltTest]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } @PART[SoyuzLaunchPadAltNew]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } @PART[SoyuzModLaunchStand4]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } }
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