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komodo
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Everything posted by komodo
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I've had some of this as well; I think its tied to a tech level, is it unmanned exploration? I'm away from my PC to be able to check. I would look in the CFG files, the MM patches to see what the techrequired might indicate. I agree that in any case it is a bit unclear. (To me at least! >< )
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Has anyone bashed together remotetech configs for these antennas? I may if/when I have the free time, if that ever happens... But, if someone had already, hey....! I looked through the thread, but I didn't see anything. Thanks! Also, really cool mod!
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
komodo replied to Angelo Kerman's topic in KSP1 Mod Releases
So i've an odd one. The problem may be PEBKAC, but I fixed one of those already... Two on one problem would be embarrassing! >< Anyway, everything is going well for the most part; I'm using the Fungeye thus far due to tech tree unlocking. It works well, but for the fact that it only ever seems to display the skybox through the camera. I'm not using any visual mods, so I wouldn't imagine that could muck things up... Has this been seen before, or am I special? (If so, Yay! I mean... Wait...) Thanks guys, always enjoy this mod, and i'm glad to see it has a home still EDIT to add that this is using the wide field level 1 processor. -
Either way, the bumping got me to see it; The parts look real cool, i'm going to install them as soon as I get a chance to ever play KSP again! >< It's also real cool to see a real science 'thingy' (I get to call it that being a scientist ) as an in game part. Quadrupole mass spec is one of the more interesting analytical techniques available. I just hope the Kerbals are better at reading them than I am
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
komodo replied to Beale's topic in KSP1 Mod Releases
I'm not certain if the stock game contends with that well vis a viz aerodynamics; I imagine FAR would (as it seems to work miracles), but i'm not sure of stock. Either way, WOO WAC! Looking forward to the new toys, they look awesome. -
I have no knowledge of a way to stiffen connections beyond KJR, but for the possibility that, I think, that joint strength is proportional to part mass(?). Do I have that right? /personal aside: KJR: I don't know why it isn't stock, except for 'lol kerbal noodle rockets!!'. /end personal aside ><
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Space-y (?) has some beefy OMS pods, but I don't recall if they're monoprop; I seem to remember using them as such though. Same creator as MRS, so there is some(!) compatibility without much overlap in parts.
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Vanguard parachutes. It still works with 1.0.x as far as I know. A little funky to install, but the ability to actually bail out of a potential fireball and float to the sweet sweet ground is hard to under state.
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Anecdotally, we had a varian GC donated to my institution last year; sans the ADC board. Worse, they didn't even unplug it, just cut the wires. So we've got a great GC, with a bunch of unmarked analog signal wires... Appropriately, the auto sampler doesn't have its power supply, and thus is also a paperweight:confused: Moral of the story, at least there is a USB plug!
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One thing that might be worth looking at is that the vernier engines have a naturally high gamble range in stock; and then FAR triples (I think) that. That might be the source of the spazzing out. I seem to recall difficulty with that stack as well, so it probably isn't just you. Might it also be a CoG thing? KSP drives me nuts with its behavior of draining tanks top to bottom, moving the CoG back during a launch. Maybe disable fuel flow to the upper tank for the initial climb and see if it changes? (I haven't tried this on this stack before, last agena I launched actually was on a Titan... Talk about excess dV, but I digress ) Otherwise... I dunno >< (it's a damn pretty rocket though!)
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Wow, haven't seen this mod before, it looks like a winner for sure. I'll be trying it out as soon as I'm able to sit and play KSP again >< Related note: an old gas chromatograph? It looks like it to my trained eye, although I admit I'm most familiar with HP models only... If so I entirely understand your pain Edit: GC for sure! Then I zoomed in and no wonder I didn't recognize it! Instrumentation transverses every language barrier, hm?
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Looking Good! I'm looking forward to playing with these when they release. (If I ever get a free moment to sit down with the game!)
- 506 replies
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- delta iv heavy
- orion
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Ahh, my bad then. Shame though, hope they get it going soon, such a fun/kerbal landing method
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For #4,7: 4: look for the Landertron mod. You should only need the dll from it. 7: on that similar note, I think the dll for the bd animated engines gets called for the service module. I think you can trigger the animation manually though. It certainly does have an engine port, I guarantee
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Is it active, thrusting, whoosh? Or just the effect playing? I'll try to sit down and check on mine, but it's nearly bedtime here unfortunately. (That and computer troubles, blahblah I digress. )
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- totm march 2020
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I like the green as well; it's muted, so it seems like it would go well with a lot of other colors, depending on what people make out of it.
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- totm march 2020
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I recall a while back there was some talk of wheels and such; It got lost in the PS4 blowout, at least I think it did, but Harvester posted a blog on the Unity5 update, with a big section on wheels. Thought it might be of some interest to Beale/And company. It sounds like things will get much ...easier/interesting soon. Anyway, i'll leave it here http://forum.kerbalspaceprogram.com/content/345-KSP-and-Unity-5
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- totm march 2020
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
komodo replied to Orionkermin's topic in KSP1 Mod Releases
I think it ought to be; you can check the config files, if the size is the same between the two, they should mate up. -
This may be my unpopular opinion, but, I turn down some of the thrusts in my install, particularly those of the tantares' themselves. Somehow in my head, I don't see the service modules on them pinning the kerbals to the back of their seats. It's just what I thought of when I saw the KER report with a 3.77 TWR for that stage two. ... won't stop me from still using and enjoying the new parts... I mean... Yay, more parts! Now, maybe i'm doing it wrong, so feel free to correct me, crowd!
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- totm march 2020
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I for one dig the exhaust effects on the new rocket. (I'm in chemistry: I have literally no idea what H2O2 looks like when it burns, we take extreme care to keep that from happening. Whomever thought it a good rocket fuel ... well, safer than LO2, I guess! )
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- totm march 2020
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I don't know what the next incarnation of realfuels/stockalike is going to do, but even in their stock config, your boosters have always been a godsend if playing on a scaled up Kerbal system. 6.4x in particular. They just feel... Right. An R7 replica gives enough oomph to get into orbit typically. When playing on stock size, I usually employ the G90 (the middle 'skipper' sized one?) for the strapons, and typically only use two or three strapons. It looks a bit odd, but the results don't lie. (Disclaimer, that i've not tried this in the 1.0.x realm; I could be talking entirely out of my hat ><)
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That looks *really* shiny, even as is. You're right, for RT, it looks heaven sent!
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- totm march 2020
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Disclaimer: this went off the rails a bit from when I started typing. Sorry Beale/all the readers, hope it's legible! Cylinders are easy: they're stacked circles. so, area of a circle times height. Pi * r^2 * h, where pi is... Er... Pi, r is your radius, (or, diameter over 2: r = d/2) and h is the height of the cylinder. Soooooo, a 50% increase in diameter... Hrm. d=2r. 2d=4r. 1.5d=3r. If h=1... Diameter of 1 meter, height of 1 meter gives a cylinder of... .5^2 * pi... 0.78 m^3. Diameter of 1.5 meter gives... 0.75 * pi ... 1.76 m^3. Hmm. The relationship escapes me, despite the simple equation. volume goes up as the square of the diameter? I think that is what is going on here. Not so simple math question! Simple to calculate though, albeit tough to estimate easily ( at least for me >< ). If Someone is more gifted at arithmetic than I, please feel free to bail me out here! (Also, it's 12:30 am, so that might be part of it too ) Edit: right, 1.76/.75 = 2.25 = 1.5^2, so yes, volume goes as the square of the diameter. Well. Radius/2. Gahhhhh-----
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- totm march 2020
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I agree with Beale, that's a mighty fine capsule! (I think it might be "corrugation/corrugated", but i'm not sure. Ribbing is as good as any too.)
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
komodo replied to Orionkermin's topic in KSP1 Mod Releases
Glad to see this little guy again!