teal'c
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
teal'c replied to ferram4's topic in KSP1 Mod Releases
Alright, wasn't aware. Here's the zip. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
teal'c replied to ferram4's topic in KSP1 Mod Releases
I've changed the file so it doesn't check for ksp version anymore. It seems to work now with 1.02, in that you can change the isp values of engines. I wouldn't turn the "Thrust varies with ISP" setting on though. I think the patch changed/removed a value, so I don't think it'll work (I kinda macgyver'd it). You can get the dll *removed* if you're interested. If ferram4 doesn't want it up, I'll remove the link. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
teal'c replied to ferram4's topic in KSP1 Mod Releases
I hope not -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
teal'c replied to Tiberion's topic in KSP1 Mod Releases
Trying out NovaPunch, at first glance everything looks cool. However, I ran into a few problems. First, the heatshield of Odin doesn't have an ablative shield at all. Is the mod not compatible with deadly reentry? (Same for Freyja, no heatshield on the capsule). Also the ring part for Odin that has the RCS and docking port, states in the description that there's also a chute inside. However, I don't see said parachute. Also, is there a pic somewhere that shows us how we're supposed to correctly set up the Thor lander? -
Might I ask where you got those rover parts?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
Probably a dumb question, but why do most of the modded pods (at least NovaPunch and Alcor ASET) require quite a bit of electriccharge/min, while the stock squad pods require none? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
I think that was the Taurus HCV pod, which apparently also has a dry mass of only 28 kg. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
I think the ASET alcor pod needs to be looked at. It has a dry mass of only 28kg. Also you can put 3000l of stuff in there (compared to the mk1 lander thats about 2900l more ). -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
You can resize realchutes by going into the action group window in the VAB and selecting the parachute. About the lifting thing. I tried descent mode on the pod, but I can't really get it to lift a lot... It doesn't seem to make a huge difference. Should I add RCS tanks so I can shift the weight or something? Or it could be that my pod is too full. Should I dump everything in it for descent? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
I don't get the lifting reentry thing. When I look at the youtube vid from the first post I see that the mk1-2 pod has a center of lift that's in a different point than it's center of mass. However, when I go into the VAB and select the mk1-2 pod and add the heatshield, it shows the center of lift dead center. Any help? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
@Phylan: Also, what helps for me when I have wobbly rockets is to turn off SAS while turning. The SAS tends to want to overcorrect and cause the rocket to wobble out of control. I try to get the rocket a bit stable again before turning SAS on after I made my course corrections. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
Hmm I think the j-2 (cluster of 5 engines) from the KW pack is overweight. It's the same engine as the one in the novapunch mod. However, the KW one weighs way more. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
teal'c replied to RedAV8R's topic in KSP1 Mod Releases
Hey, new to RO mod, but enjoying it so far. I have a question though, is the kerbodyne s-7300 supposed to have a volume of 147 kL? This seems excessively large. If I make a similar tank with procedural tanks I get somewhere in the range of 36 kL. Same goes for the other kerbodyne tank btw. Did I mess up somewhere in the install? -
I've been using openGL for months now. Stable and I don't have to use the active texture reduction mod. Works great for me.
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Yes, sorry I meant the amount of fuel I need, not the amount of dV. The link above doesn't say anything about the density of asteroids ingame, or how to calculate the mass of asteroids though. Guess I'll just have to send a probe to measure it.