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Everything posted by Grunf911
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I was not aware of that. I did not follow them from the beginnings. Makes sense though Thx for the clarification I am basically trying to use Exploration pack (with science lander) to create Minmus Biome hopper. Hmm, maybe i will involve PB-ION or NearFuture in the mix as well. Alternative is that Biome hopper gets refueled on every hop. The only thing that I am not sure yet is if i will use hopper to go to Minmus Orbit to re-dock or will i have some other dedicated lander vehicle to go back to Kerbin
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Issue logged in Github. Also I tried making the "Science lander" as depicted in your when exploring the parts and i am not sure about the balance for the 0.625 Karbonite thruster. Gut feeling says too much thrust, too little ISP, but let me test it a bit more and get back to you The science lander as you show it as approx 1400dV, which on Kerbin is consumed in approx 30s. I will test it on Minmus tonight and see how it goes. The positive thing about it is that it can refuel :-) Also love the exploration pack, although still have to figure on how to use it to a great effect. I am too good in overengineering I am afraid. I want to use the lander for DMagic surface survey contracts, as my PackRat is doing the drifting dance on Minmus :-)
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Beginner's Notes on Remote Tech 2 in Career
Grunf911 replied to Geschosskopf's topic in KSP1 Tutorials
Hi, Thought I could pitch in and add some videos to your already nice guide. Below is my RemoteTech school playlist: Episode 1 - Most common mistakes new players make with RemoteTech Episode 2 - Communication Networks, and Building Short Range RemoteTech Sateliltes Episode 3 - Launching Communications Network Episode 4 - Interplanetary Sat Assembly and Launch Episode 5 - Duna Communications Network Episode 6 - Deploying Rover on Duna with RT Episode 7 - Command Centers -
[1.12.x] Freight Transport Technologies [v0.6.0]
Grunf911 replied to RoverDude's topic in KSP1 Mod Releases
Can you please make sure it's a part of all-in-one on dropbox Ever since you started these deployments, all-in-one is a way to go for me :-) -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Grunf911 replied to BahamutoD's topic in KSP1 Mod Releases
@BahamutoD - Do the intakes operate as real intakes, or are they just a cosmetic addition ? It would be really cool if they were real :-) -
Awesome vid, nice parts. I would add that to OP if i were you :-). Just my 2c Regarding ducted fan, could there be a version that uses LF + airbreathing and (maybe too far fetched)LFO combo. I think it would make an awesome VTOL spaceplane engine. Even better would be if for example you put it clipped in wings, or pwings, it would somehow cut out a hole in them so that it appears the fan is integrated in the wing. (don't mind me, today I am a bit crazy , hence crazy ideas )
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Events related to Kerbal Space Station - Big Bang New mini series brought to you by GrunfWorks Episode 01 - Scientists Delivery
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Grunf911 replied to bac9's topic in KSP1 Mod Releases
I have been experiencing a weird bug. I am not sure if this is 100% fault of the B9 or something else, but the bug is most manifested on the B9 components. Sometimes in-flight some airplane parts get semi-transparent. They still work OK, but it's annoying. For example, cockpit on the craft below Is there a fix or a workaround for it ? BTW this is on 0.24.2 and B9 5.2.3 in KSP 32 with Active Memory Management On- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Ok, understood. Is there any way I can override it. If so, please PM me this, as I would still like to use it in testing.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Grunf911 replied to ferram4's topic in KSP1 Mod Releases
Ferram, would it rather be possible to have a pop-up that would say that 0.25x64 is not supported, use at your own risk, but not disable it. FAR is actually one of the plugins I would like to include in the x64 Stability testing, and this basically does not allow that. Why disable functionality, when you can just put disclaimer, stating: Use at your own risk ?- 14,073 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Grunf911 replied to RoverDude's topic in KSP1 Mod Releases
I could help you verify, but i would really not prefer to download all-in one. Is there a chance to get just the realchutes.cfg ? (Unless more other stuff is needed) ? -
Here are mine:
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I have created a video on how to build and fly an SSTO space plane, if it will be interesting to add to the library Video #1: How to build and fly an SSTO space plane Video #2: SSTO re-entry and landing with FAR and Deadly Re-entry More guides are in the works, it might just take a while, given I am new to YouTube Heavy SSTO Construction - including fails - in progress SSTO re-entry with FAR and Deadly Re-entry - done, see above SSTO Blueprints:
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Awesome. Btw there is one more thing that popped to mind. You could read a list of resources and perhaps Vessel info (deltaV etc etc) from the .craft file (like kerbal engineer does in it's VAB and SPH pop-ups), and maybe put a checkbox to embed that data on the screenshot (i.e. on the blueprint tab). I have done few of those manually, i will post here later tonight as an example if you are interested :-). I think something like this would be a fantastic blueprint maker for craft sharing site like KerbalX Really looking forward to 0.0.4 :-)
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If you are using ModAdmin like i was - DON'T (at least not for KVV). It seems that ModAdmin completely ignores some folders, so just delete the old one and copy manually @bigorangemachine - is there any way to remove the shadow from the KVV ? I focus mainly on SSTOs and SPH and shadow is annoying as hell Otherwise, some nice shots can be made with it. Keep up the good work
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Grunf911 replied to cybutek's topic in KSP1 Mod Releases
That's the thing. I do see the Resources one, but not the Vessel pane. EDIT: Found the issue. Apparently ModAdmin is not a perfect tool after all. - It ignored directory textures as well as something else, when it was supposed to add it. I manually deleted directories Engineer and Kerbal Engineer and copied files, and it all worked like a charm. Thx 4 support anyway -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Grunf911 replied to cybutek's topic in KSP1 Mod Releases
Sorry if I did not see a response, but why was the Vessel bottom Pop-up removed (from the VAB or SPH) from 1.0.9.1 ? I saw it in 1.0.9.0, but no longer after upgrade. I will try again with 1.0.9.0 just to confirm it is not some other mod that disabled it -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Grunf911 replied to RoverDude's topic in KSP1 Mod Releases
I am thinking: 1. 2x hitchhiker cans with 4x DERP each. 2. Pressing abort button (mapped to Evacuate) 3. Popcorn -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Grunf911 replied to RoverDude's topic in KSP1 Mod Releases
Here is an idea. Make a dev build of a component (dll or whatever), that adds extra debug logs to output file or console(so i take screenshot), or something, and mail me. I can put it in my save as i can reproduce bug 100% no problem. That way you could capture the manifestation, and hopefully resolve issue. I will PM you my e-mail. Also, in your all-in one bundle. Is Safety Light bundled and where ? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Grunf911 replied to RoverDude's topic in KSP1 Mod Releases
Just to confirm Rover, the issue (derp showing animation for RCS and chutes) is still present in the latest all in one build 2014.09.28. Removing realchute config fixes issue. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Grunf911 replied to cybutek's topic in KSP1 Mod Releases
As of 1.0.9.1 I no longer see Vessel Panel, only Resource in the VAB. What am I doing wrong ? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Grunf911 replied to bac9's topic in KSP1 Mod Releases
- Thx for the tips. I have Editor Extensions, did not know about Alt-Z, thx - Just for clarity. Love the B9 as is, no ambition to make it stock-a-like. I was just referring with the approach (open cargobay without endcaps but yet attachable). If you find another way that works for you even better. It's more of a convenience thing, given HL is so freakin beautiful, that it would be shame of having the need to use workarounds to put (docked) stuff in the cargo bay - Regarding Clipping, i agree with you. I also put RTGs in the plane, I just use unoccupied space in the cargo bay. The decision not to use part clipping came from pre 0.23.5 when clipping would sometimes cause crazy wobble issues that even Joint Reinforcement could not fix. Besides, it is easier to see all the parts in case you need to fix them. So i do not consider it cheating as much as inconvenience in my particular case. The only clipping i do not like is 20x intakes for an SSTO, but then again it is up to designer :-) Thx for the tips, will try them out- 4,460 replies