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About nablabla

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    Rocketry Enthusiast

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  1. hi, just tried it out, it only works for surface attachments, but I need to attach my engines precisely. 5° from stock (with the 3-radial adjust) is rediculously to corse.. Would awesome if that Part Angle display alse worked for node attachments.
  2. Hi, I just tried out RP-1 using this guide to install everything https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.7.3 seems to work fine. But there is one thing I can not understand. It suggests to go for Kerbalism instead of TAC, so i gave it a shot. But in Kerbalism the science experiments all take time. which is a good idea for manned missions and stuff. BUT now i want to get past the sounding rockets era. But I can not get any science because telemetry, baro and thermometer takes 5~10min and restarts if situation changes. No sounding rocket is in the air for that l
  3. Hi, I am using ScrapYard version 1.3.1 on ksp 1.73 with RP-1 (including KCT) I clicked on recover vessel and got the funds back (SY did not work properly?) then in the VAB i clicked on the SY icon and there are some parts (with no name, mysterious :/) I can set the recovered parts to be used. (The respective parts now say "previsous uses 1" => so SY works?) but the KCT does not change (wich is the big benefit => So it does not work at the end). Is this not working with RP-1 ? some strange build time formular issues? or part price problems?
  4. hi there, is the whole RSS thing kind of dead it seems to me? Or is the problem that 1.8 just released I played it a lot 2 years ago. 1 year ago everything was unplayable. Now want to continue playing and it seems some things improoved but there is still the same issue with procedural parts, if you load a vessel the parts attached to prcedural tanks are at the wrong position and the attatchment nodes are gone, you have to rebuild the whole rocket That is just like 2 years ago. I tried to report the issue but I don't know how. Are the devs aware of this? Are there any devs? What
  5. oh, apparently it looks like I got mechjeb installed EDIT: so now I havn't but the problem ist still there. Rocket starts, rocket decouples, rocket enters brick mode
  6. I do not have mech jeb installed. the octo probe core as 100kg of avionics. The vessel is 203t, and the big avionics package on the first stage can handle 300t There is also no warning or anything, I cant even stage Control from here (from the probe core does not help it) when I disable Remote tech a lot of weired things happen (can control but not stage)
  7. The capsule supports 100t and there is a bigger package in the first stage. So yes there is enough avionics (also no warning about it) I tried to make the octo core the root part, same result. I cannot select the octo probe core, because its hidden, I will let it stick out and try that. But I remember that I did the same thing with the mk1 pod and it worked fine. Just an unmanned mk1 pod and an okto-core on top EDIT: I just restarted the game (RT still off) problem gone o.O but with RT on it says connected and still does not work
  8. hi folks, I have a problem/question(/bug?) I have RP-0 installed with its dependencies (including RemoteTech, I disabled signal delay and enabled the antenna control 'cheat') I build a rocket with the mk1-2pod, and for unmanned tests, I added an octo probe core. That worked for the mk1-pod (mk1-pod + octo probe core). But now it doesn't: I have control as long as it is connected to the launch clamps, I start the engines everything ok. But when I decouple the clamps, I loose control. In The topleft it says "connected". I checked the log, it only says "Liftoff". I h
  9. Hi, I have an unmanned capsule with a probe core on top, with a dish antenna. It is connected indirectly to a sttelite in orbit but it keeps saying "no connection" any explanation?
  10. Hi, I found a potential problem: I am using test flight in realism overhault(RP-0) I added some "Castor" solid rocket boosters,. They have a rated burn time of 30s and a burn time of 30s. They are too strong, so I reduced the thrust to 50%, the burn time goes up to 60s, but the rated burn time stays the same (30s). As a result the boosters fail all the time. I would expect that lower thrust boosters are less expodifyable. best regards
  11. yes i reduced it. But is is not getting that fast when the problem happens. Eventually this lift-force is taking it apart. okay, I guess my craft file was corrupt. I just rebuilt the craft, with about exactly the same numbers and it kicks ass.
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