Jack5.exe Posted January 19, 2018 Share Posted January 19, 2018 Could you post instructions? Quote Link to comment Share on other sites More sharing options...
seads23 Posted January 24, 2018 Share Posted January 24, 2018 Any tips for Orion reentry/landing in the stock KSP system? I keep trying, but I always am going too fast to deploy chutes. I've tried a 10,000 meter Periapsis, 20,000 meter, 30,000 meter, and 40,000 meter. 40,000 just skips over the atmosphere and continues orbiting. Quote Link to comment Share on other sites More sharing options...
KidFudyGX Labs Posted February 3, 2018 Share Posted February 3, 2018 The Pod Falls Quicker Than The Time It Takes For The Chute To Deploy Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted February 5, 2018 Share Posted February 5, 2018 (edited) Just went through testing both Orion Commands and as the above two posts say, this thing turns into a lawn dart no matter what angle I take for approach. Changed the cfg's around a bit and altered them to be stock size with the 66% of original but doesn't matter much considering it plants Jeb and the crew. Would love for someone to help fix this because it is an amazing pack. Its also the Only surviving SLS pack. Thx Sobol for your amazing work man. Edited February 5, 2018 by ArkaelDren Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted February 13, 2018 Share Posted February 13, 2018 anybody else having problems with the fairings blowing up the cargo? other than that everything seems to work fine. Quote Link to comment Share on other sites More sharing options...
Sobol Posted February 18, 2018 Author Share Posted February 18, 2018 (edited) Hi everyone. After a long break, I returned to work on the mod. I fixed the heat shield today. You can download it here: https://www.dropbox.com/sh/olfrwsshc51zfmb/AADBY2358HTyj_ESrWhafm5Wa?dl=0 I'm also working on compatibility with the Texture Unlimited mod. The effects are quite good. Album /a/NuLMv will appear when post is submitted Edited February 18, 2018 by Sobol Quote Link to comment Share on other sites More sharing options...
Jasseji Posted February 18, 2018 Share Posted February 18, 2018 @Sobol welcome back - will you be maintaining the stock sized version too ? Quote Link to comment Share on other sites More sharing options...
Sobol Posted March 3, 2018 Author Share Posted March 3, 2018 (edited) @Jasseji I don't know. I have very little free time so it's hard for me to take care of something big. For now I will be correcting the basic version. Today I was working on improving the RL-10 B2 engine. Album /a/qMXOZ will appear when post is submitted Edited March 3, 2018 by Sobol Quote Link to comment Share on other sites More sharing options...
Sobol Posted March 10, 2018 Author Share Posted March 10, 2018 (edited) Another small corrections have been made. This time the F-1B got a new model. Album /a/BSlKY will appear when post is submitted Edited March 10, 2018 by Sobol Quote Link to comment Share on other sites More sharing options...
NoXion Posted March 21, 2018 Share Posted March 21, 2018 (edited) Yeah, I'm having problems with these parts. The ships that come pre-made explode during physics easing on the launchpad, and adding autostruts just seems to delay the problem. I tried building a partial rocket myself, and it started exploding once I added the boosters. Adding autostrut and launch clamps then prevents my custom ship exploding on the pad, but it then explodes about five seconds after launch anyway. Something is way wrong, the parts seem to be ridiculously fragile despite me going through the part config files and greatly increasing all the breakingForce and breakingTorque values I could find. I'm playing 1.3.0, here's my modlist: Edited March 21, 2018 by NoXion Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted March 21, 2018 Share Posted March 21, 2018 try using kerbal joint reinforcement just make sure to turn it off for launch clamps in the xml and world stabilizer. what i had to do was load the craft file and then take it all apart and put it back together again. you will just have to try one check the logs rinse and repeat once you get them going though they are awesome trucks for lko. Quote Link to comment Share on other sites More sharing options...
NoXion Posted March 21, 2018 Share Posted March 21, 2018 That's really weird, I thought I had KerbalJointReinforcement already installed! Must have been on my old computer. Quote Link to comment Share on other sites More sharing options...
NoXion Posted March 21, 2018 Share Posted March 21, 2018 2 hours ago, COL.R.Neville said: try using kerbal joint reinforcement just make sure to turn it off for launch clamps in the xml and world stabilizer. what i had to do was load the craft file and then take it all apart and put it back together again. you will just have to try one check the logs rinse and repeat once you get them going though they are awesome trucks for lko. Amazing. It seems to be working so far. I didn't do the XML edit and I couldn't find whatever the world stabiliser is, but I did take apart and rebuild one of the smaller supplied craft files which is now doing an orbital insertion burn. Will report back if I encounter further difficulties. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted March 21, 2018 Share Posted March 21, 2018 in the joint reinforcement xml you can tweak ALL of the breaking torque and force with the multiplier settings just dont go too nuts. i use like 1.5 which seems to work pretty well. and i think the launch clamp you just set to 0 to turn it off otherwise stuff may get hung up in the launch clamps. Quote Link to comment Share on other sites More sharing options...
Jim123 Posted March 27, 2018 Share Posted March 27, 2018 can i have craft files please? Quote Link to comment Share on other sites More sharing options...
Jim123 Posted March 27, 2018 Share Posted March 27, 2018 nvm found them in the download Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted March 27, 2018 Share Posted March 27, 2018 there is a stock dimension of this as well if you guys didnt know https://spacedock.info/mod/706/Space Launch System Stock Dimension just have to take the ships apart and put them back together again. Quote Link to comment Share on other sites More sharing options...
Russekof71 Posted March 31, 2018 Share Posted March 31, 2018 Does the mod work with rss Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted April 1, 2018 Share Posted April 1, 2018 On 4/1/2018 at 12:10 AM, Russekof71 said: Does the mod work with rss Did you Read anything Above. they have RO config Quote Link to comment Share on other sites More sharing options...
Russekof71 Posted April 2, 2018 Share Posted April 2, 2018 16 hours ago, Mukita12 said: Avez-vous lu quelque chose ci-dessus. ils ont la configuration RO Merci ! Thank you ! Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted April 4, 2018 Share Posted April 4, 2018 Does this work with RSS? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted April 4, 2018 Share Posted April 4, 2018 2 hours ago, TheKSPBeginner said: Does this work with RSS? Are you kidding? Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted April 4, 2018 Share Posted April 4, 2018 hehe yeah it was kinda made for RSS and RO. Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted April 6, 2018 Share Posted April 6, 2018 On February 3, 2018 at 2:29 AM, KidFudyGX Labs said: The Pod Falls Quicker Than The Time It Takes For The Chute To Deploy You're not deploying them at the right time Quote Link to comment Share on other sites More sharing options...
ArkaelDren Posted April 18, 2018 Share Posted April 18, 2018 On 3/27/2018 at 1:15 PM, COL.R.Neville said: there is a stock dimension of this as well if you guys didnt know https://spacedock.info/mod/706/Space Launch System Stock Dimension just have to take the ships apart and put them back together again. Yep, only a couple problems. Missing a few parts like the drogue chutes, better Orion capsule exc. Even with the lower part count its 500+mb with the RSS version having better textures at 200+mb. I get it, OP designed and created the pack for RSS. Wont ever get the love for stock with this being the case. No big deal, lots of great launcher packs. Thx for the Mod pack Sobol. Great work regardless. Quote Link to comment Share on other sites More sharing options...
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