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Everything posted by CommanderSmith
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Hey Hellblazer. Your works are amazing. Just wondering, could you do something with mine please? Thanks in advance.
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[1.1.2] Realism Overhaul v11.0.0 May 8
CommanderSmith replied to Felger's topic in KSP1 Mod Releases
Speaking of changes to FASA, I tried to launch Explorer 1 yesterday and found a problem. According to Wikipedia, the Juno-I booster should burn for 155 seconds (using hydyne/LOX), yet I encountered a total burn time of 55 seconds. My fuel tank was full (I made sure to refuel on the pad as well), and I don't know what's happening. I'll check again later, and tell you if I find anything. If anyone knows of some way to increase the burn time, please tell. Other notes on FASA, the Spacecraft-Lunar Module adapter is still misplaced. Stock offset doesn't work and only makes it worse. As it stands, there is a large gap in between the Service Propulsion System and the SLA fairings, and the LM is mounted too high (the RCS ports stick out the side). I'll take a look to see if I can find better node locations and report back later. There may be several other issues, and I'll see whether I can find anything else. Thanks for your help and assistance in these problems. -
[1.1.2] Realism Overhaul v11.0.0 May 8
CommanderSmith replied to Felger's topic in KSP1 Mod Releases
This is an ongoing issue. Short of shifting node locations in the config files, there's not much that can be done. -
[1.1.2] Realism Overhaul v11.0.0 May 8
CommanderSmith replied to Felger's topic in KSP1 Mod Releases
Thanks, I performed no. 1, and now it works. Huzzah! Now my only problem is memory (but then again, when is that not an issue?) -
[1.1.2] Realism Overhaul v11.0.0 May 8
CommanderSmith replied to Felger's topic in KSP1 Mod Releases
Here you are. I installed via CKAN, and haven't been poking around in the GameData if that helps. Thanks. -
[1.1.2] Realism Overhaul v11.0.0 May 8
CommanderSmith replied to Felger's topic in KSP1 Mod Releases
I have a problem. Whenever the game reaches the main menu after loading (where it would normally change all of the planets), I get thrown this: UnityException: *RSS* REALSOLARSYSTEM node not found!. My log is here:https://drive.google.com/file/d/0By476p9ayAGTaktzM3FGMzNYdDg/view?usp=sharing; This is my GameData (sorry, no screenshot): 000_Toolbar; AJE; BetterBuoyancy; ConnectedLivingSpace; CrossFeedEnabler; DDSLoader; DeadlyReentry; EngineGroupController; EngineIgnitor; FASA; FerramAerospaceResearch; KAS; KerbalIspDifficultyScaler; KerbalJointReinforcement; MechJeb2; ModuleRCSFX; NASAmission; ProceduralDynamics; ProceduralFairings; ProceduralParts; RealChute; RealFuels; RealismOverhaul; RealSolarSystem; RemoteTech; RSSTextures; ShipManifest; SmokeScreen; Squad; TextureReplacer; ThunderAerospace; TweakScale; ModuleManager.2.5.9.dll I'm running KSP 0.90 Windows (NOT x64), with Windows 8.1. Thanks. -
I had an interplanetary spaceship called Endurance (after Ernest Shackleton's ship) that took a crew of four to Duna (my first ever trip there). She didn't quite have enough fuel for the entire mission (the Discovery lander stripped plenty of ∆v), but I took her home. I was taking her to Eve for a contract, when bad stuff happened. I went to Gilly, and the game kept on cashing. I had changed nothing, and it was only there near Gilly where it crashed. In the end, I just had to give up on her. I have never bothered to build her again, yet I have always planned for an Endurance II, bigger and better.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CommanderSmith replied to Ven's topic in KSP1 Mod Development
Ven, could we please have the full 1.6 changelog? It's easier for some people to see it. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CommanderSmith replied to Ven's topic in KSP1 Mod Development
Just a wild guess (don't know whether this is right), but they may be using .tga image files for their textures. KSP will sometimes not load random .tga files, so I would recommend converting them all to .png. I don't know whether these are .tga files, but it seems like a good explanation. -
0.90's out! The Hype Train terminates here.
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Realism Overhaul Discussion Thread
CommanderSmith replied to NathanKell's topic in KSP1 Mods Discussions
So I found the cause of my engine issues. It turns out that, when you install MechJeb, it automatically selects "Limit Acceleration". So, whenever my acceleration was over 40m/s^2 (which is pretty much all the time because you cannot throttle), my engines would die. Thanks for all the help you guys provided though. I know I can count on you. -
Realism Overhaul Discussion Thread
CommanderSmith replied to NathanKell's topic in KSP1 Mods Discussions
Do engines stop working if they're too hot? Because I think that's the problem with my engines. -
[0.90] Kerbin Shuttle Orbiter System v4.13
CommanderSmith replied to helldiver's topic in KSP1 Mod Releases
I know of this. Basically, KSP has problems reading .tga files for some reason. It does it to random textures, and the best solution is to convert all of the .tga files to .png or something similar. I hope this helps. -
Realism Overhaul Discussion Thread
CommanderSmith replied to NathanKell's topic in KSP1 Mods Discussions
The Juno 1 booster is the one running out of fuel. It has both fuel and oxidizer in it. I'll check again later today to see whether I can get any more information. Thanks for your help. -
Realism Overhaul Discussion Thread
CommanderSmith replied to NathanKell's topic in KSP1 Mods Discussions
I do, but I'm within comms range. -
Realism Overhaul Discussion Thread
CommanderSmith replied to NathanKell's topic in KSP1 Mods Discussions
Okay, so I have a small problem. I'm trying to launch FASA's Explorer 1 into orbit, however my engine dies when there's still ~1000 units of fuel left in my tanks. Of course, this means that I can't get into orbit. I have managed to launch it several times without this happening, but then, one day, it started and hasn't stopped. I feel as if it's Engine Ignitor that's causing this, but I'm not certain. I have had this happen other times with different rockets as well. If anyone knows what this is all about, thanks. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
CommanderSmith replied to rbray89's topic in KSP1 Mod Releases
Can someone please direct me to 9.2? I found rbray's original link to it, but it's giving me a 404 (page not found). Is there any other way of getting it? Thanks in advance. -
So I finally got round to trying out this gorgeous new IVA today, and I think I'm in love. One really gets a feel for the cramped environment (much more so than with the Mk1 Pod), and the realism of the IVA is amazing. After playing A-OK! The Wings of Mercury a fair bit recently, I have got a feel for the Mercury capsule's interior, and this is the finest one can possibly get with stock props. I have been thinking about making my own Mercury pod for KSP (with a hyper-realistic IVA), but I don't think I need to any more after playing with this. One thing that's been bugging me though is the placement of the hatch. The texture shows the hatch in the correct position (left of the window), yet the actual hatch hit-box is on the window. If you don't want to change it, then that is fine, but it just seems slightly odd. Besides this, though, I am loving this new fix. Bravo!
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Loving that IVA! And the camera angle used for the portrait looks glorious as well. Since RPM is a dependency of this mod, could we perhaps have an external camera as a periscope? I think that (short of designing all of the props realistically by hand), this would make the IVA complete. Besides that though, this is one of the best IVAs I've ever seen for Kerbal.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CommanderSmith replied to Ven's topic in KSP1 Mod Development
So what's the story with your Science Lab IVA? It looks amazing by the way. Is it just taking time to do? -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
CommanderSmith replied to MasseFlieger's topic in KSP1 Mod Releases
Works like a dream now! Thanks for that! -
[V5.0 RC1 released] AeroKerbin Industries Modified IVAs
CommanderSmith replied to MasseFlieger's topic in KSP1 Mod Releases
Okay, so I have a slight problem. If I launch a vessel with the Mk1 Cockpit, I lose my staging and my crew portrait, and the only way to escape is to quit the game. The Mk2 doesn't cause this to happen (and looks lovely by the way). I have installed all of the dependencies and only the dependencies. I am playing on version 0.25.0.642, on a Mac. -
Frizzank, we have the floats for the Apollo CM with the parachute. Could we please have the Mercury Landing Bag done in the same style (i.e. tied to the Mercury Parachute)? Thanks!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
CommanderSmith replied to bac9's topic in KSP1 Mod Releases
Will craft from the V5 Pre-release still work with this actual release? Only I have a massive vessel in orbit with ~11 Kerbals on it, and I don't want them to die.- 4,460 replies