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Posts posted by raidernick
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10 minutes ago, dtoxic said:
Hello, can you please tell what is "RNModules.dll" used for? i deleted folders (probes) i don't need i just kept Voyager 1/2 and Juno so if it;s useless for them can i delete it?
it's used for COM offset on certain parts and landing engines on soyuz. It's not used at all on voyager or juno so you can delete it if you just have those.
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2 hours ago, ragusila said:
yaay favourite mod is back in 1.2! Curious, the cost of modules seems to be off for R7. I had it installed with CKAN, then uninstalled it there, deleted files, installed in manually, same issue...
a Venier engine seems to cost 12500, which sounds realistic in $ but not in KSP money...
// --- editor parameters ---
TechRequired = generalRocketry
entryCost = 70
cost = 12500
category = Propulsion
subcategory = 0
title = R7 Vernier Engine
manufacturer = RN Industries
description = Vernier engine for use on the booster and core stages of the R7 rocket. Attach in 2X symmetry!Everything foor the R7 seems to cost 12500 ... Am i doing something wrong? I dont use RO/RP0 (since they are not ready)
Well of course the cost is off, I have stated so many times I've lost count that I neither support, nor care at ALL about career mode. I copy-pasted all the cost values so the parts would load in game. I have asked so many times if someone wants to configure the costs for career mode but nobody ever wants to help.
I find it hard to believe you have ever used this mod before and only just NOW notice that the costs are wrong, they have been that way since I first released the pack and I've never changed them...
If you want to fix the costs make a PR on the github and I'll include it in the next release, otherwise you'll just have to live with it. It looks like I'll need to add a note about this to the OP since I get asked this same question so often(not like anyone reads the OP though right).
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3 hours ago, Makkaunye said:
Will you be making the N1 Rocket to go with the Lunar Soyuz and the Lander?
it's already made, I just don't want to texture it.
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1 hour ago, KoolBreeze420 said:
Is there a build manual somewhere? The mod works fine but I can't seem to make all the parts for the Galileo atmospheric probe that goes under the main craft together and one says to eject before Jool with no other context so I find it a little confusing or I could just be looking at it and making it harder then it really is.
It comes with craft files....If you don't use those I can't help you.
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6 minutes ago, Prisma said:
Pretty kool, though yo are going to have problems with Russian players.
No offense intended.
what does that even mean? Are you saying Russians will be insulted that this is a US pack? Why should they be, I have several soviet packs also available. And even if they were upset for some unknown reason, why would I even care?
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UPDATE v0.7
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/USRockets/releases/tag/v0.7
NOTE: The mod has been updated on CKAN also.
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Soviet Probes UPDATE v2.1
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/SovietProbes/releases/tag/v2.1
NOTE: The mod has been updated on CKAN also.
Soviet Rockets UPDATE v2.2
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
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UPDATE v1.5
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/SovietSpacecraft/releases/tag/v1.5
NOTE: The mod has been updated on CKAN also.
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UPDATE v0.60
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/USProbesPack/releases/tag/v0.60
NOTE: The mod has been updated on CKAN also.
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UPDATE v1.6
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/Skylab/releases/tag/v1.6
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UPDATE v2.7
Changelog:
- Update for KSP 1.2 release
- Remove old dependencies, now only needs BahaSP
- Add craft files back/updated
https://github.com/KSP-RO/SalyutStations/releases/tag/v2.7
NOTE: Won't be on CKAN until texture replacer is officially updated there. I included a recompile in the download here for ksp 1.2.
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UPDATE v1.1
Changelog:
- Update for KSP 1.2 release
- Added craft files back
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23 minutes ago, Jall said:
Will this work with 1.2 or no?
my mods are already updated for 1.2, I haven't released them since all the dependencies are broken, so no it won't work until they are all fixed. I'll also be changing the dependencies needed once I release a 1.2 version.
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@PTNLemay that's because I don't like career mode and don't have it set up to work with it at all. If you want it to work you need to edit ever single .cfg file for every part one by one to fix it. It's a ton of work, hence why I don't bother with it.
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18 minutes ago, romanasul said:
Any chance of making the vernier engines capable of yaw? It's very difficult to do the ascent with just pitch and roll control.
Well I would say it is considering you are installing them on the rocket incorrectly. The verniers only gimbal on ONE axis as they do IRL. You are supposed to install them in pairs rotated 90 degrees....This is a well known and simple to do fact....
If the parts rotated on all axis and you installed them in 4x symmetry, they would clip through the mesh....
Look at the engines here and you can clearly see they only move on a single axis.......
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7 hours ago, CobaltWolf said:
That's why I have a maintenance team to keep everything working.
It's not like I haven't asked for help. I've been looking for stock config maintainers for 3 years. Nobody on this forum wants to help anyone, they just want to take take take.... more free stuff, more more more.... without giving anything back to the community, then complain about it.
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@Jim123 You obviously haven't been looking very hard then. There are plenty of mods with several hundred parts. I have 463 parts in my mods alone so far, I'm sure there are mods with more. This isn't even counting the parts in the other mods I maintain(like FASA which has several hundred more). @Streetwind is right though, nobody wants to maintain a ridiculous amount of parts, it's so time consuming for me I am beginning to no longer have the time to even make new parts. I'd be willing to say that at around 500 parts, the time it takes to maintain and update the parts is longer than most people have available to actually produce new content.
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2 hours ago, Nukeproof said:
I'm sorry i'm new to rss, does this mod come prepared for rss?
my mods are made specifically for RSS/RO. If you try to use it in RSS by itself without RO you will fail.
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ignitions can also be set in ModuleEngineConfigs so if you don't modify that also, the change won't work
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1 hour ago, ReventonHawx said:
If you don't mind me ruining it, I know there will be the active and future launchers, AKA, Atlas V, Delta II (maybe?), Delta IV, and Vulcan. Can't see them having any other older launchers as they weren't technically under ULA.
Yes seeing as how it is a "ULA" pack, it would stand to reason that only rockets that were built by the major companies after the conglomerate was formed would be in the pack because if not then it would not be a "ULA" pack. ULA doesn't have many rockets, so it's not that hard to guess what's in it, especially since EJ has already shown it on stream several times.
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1 hour ago, Giuliano said:
And put on CKAN?
He's not going to put it on ckan, so you are barking up the wrong tree there.
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The ignitions are not a resource(although they may USE a resource). They are defined in the cfg and stored in the persistent file as far as I know. There is no way to edit this in game and no mod I'm aware of that does this as it is a realfuels function. By definition, a reusable engine would have multiple restarts(or near infinite restarts) to begin with. If the engines you are using only have one, it means they are only MEANT to be used once, because these engines are irreparably damaged during flight even before being destroyed in the ocean(or in the tundra in Kazakhstan). The only real option I see here is to either use an engine that has many/near infinite restarts as would be the case IRL, or edit the configs to add infinite restarts to the engine.
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On 8/28/2016 at 2:13 PM, tmccreight651 said:
Amazing mod, hope you don't mind if i leave a few suggestions for the future! (Feel free to disregard)
Lunar Reconnaissance orbiter, Mars Reconnaissance orbiter, Phoenix Mars lander, Mars exploration rovers (plus airbags if possible), Mars science laboratory, MAVEN and LCROSS
All of those are already modeled and on the back burner except the phoenix lander and the MER's since I don't do rovers or landers that have already been done before. I DID however start working on a viking, the lander is pretty much done but I haven't had time to do the orbital module.
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1 hour ago, pap1723 said:
All of your parts packs are officially supported by the Historical Progression Tech Tree!
ok thanks, it's too bad my stock configs all suck so using it with that mod is going to be a terrible experience unless you have RO/RSS.
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
in KSP1 Mod Releases
Posted · Edited by raidernick
I'm afraid "we" will be waiting forever then.