Walsht9
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Everything posted by Walsht9
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
Walsht9 replied to RaptorHunterMz's topic in KSP1 Mod Releases
Has anyone else had an issue where the pod engines start activated on the pad? As soon as the craft loads on the pad the engines are going at 50% thrust.- 49 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Walsht9 replied to stupid_chris's topic in KSP1 Mod Releases
Well said! Real chutes is a core componnent of many other mods I use. As a 64 bit enthusiast this decision has caused me to loose some interest in my absolute favorite game EVER. -
[WIP] KERES - Stockalike launch vehicle and spacecraft mod
Walsht9 replied to Borklund's topic in KSP1 Mod Development
I'm sure it'll be great. The models already look FANTASTIC. I'm more than a little stoked about this mod. Keep up the good work. -
[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
Walsht9 replied to sumghai's topic in KSP1 Mod Development
I don't think they are verniers, I think they are just regular old rcs thrusters. Seems to me there would already be more than enough control authority from the rcs alone. -
[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
Walsht9 replied to sumghai's topic in KSP1 Mod Development
I haven't been able to find out much on the actual specs either but most sources say it is based on the ESA Automated transfer Vehicle which uses 4 R-4D engines (http://en.wikipedia.org/wiki/R-4D). They are apparently the same engines used as rcs on the Apollo LM and CM. That's actually pretty awesome. ATV: http://en.wikipedia.org/wiki/Automated_Transfer_Vehicle -
[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
Walsht9 replied to sumghai's topic in KSP1 Mod Development
Sumghai, this mod is probably my absolute favorite out of all of the 130+ I have installed (no joke, 64 bit. It all works). With that being said I have a small suggestion/request that I wanted to throw out there. Would it be possible to have a version of the service module/fairingless engine that use monopropellant instead of liquid fuel and oxygen? It would be cool to have the option for realism freaks like myself. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Walsht9 replied to Diazo's topic in KSP1 Mod Releases
Thanks for the reply. After reading a bit more I figured that might be the case. I'm not so much interested in efficiency as I am in historic realism. I'm on of THOSE ocd nerds haha. Do you know if there is any plugin that will let me set a specific TWR or acceleration limit for specific engines? -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Walsht9 replied to Diazo's topic in KSP1 Mod Releases
I've been attempting to launch my Saturn V recreation into orbit with a single burn with no coasting to apoapsis (like the real life Saturn V). Do you think this mod would be handy for this? I've read the description and most of the thread but I won't be home for a few days to try it. -
The tech limits for this mod and procedural fairings aren't working for me in career mode. I've had to practice self control and limit the tanks on my own based on the largest non-procedural parts I have unlocked. Does anyone know a fix for this? I made two clean installs, one with PF and Module manager only, another with only procedural parts and MM. Neither has working tech limits. I can make any ridiculously over-sized tank I want.
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The .24.1 fix only fixed the stock decouple modules. PF uses a custom decoupler module that will have to be updated separately.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Walsht9 replied to stupid_chris's topic in KSP1 Mod Releases
I'm having the same issue. Also the symmetry issue is only fixed in the VAB. As soon as I launch it thinks there is only one chute, and the rocket leans toward the side that that chute is on. I'm running the 64-bit version if that helps at all. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Walsht9 replied to stupid_chris's topic in KSP1 Mod Releases
I can also confirm this bug -
Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
Walsht9 replied to sarbian's topic in KSP1 Mod Releases
Don't forget to read the previous posts. -
Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
Walsht9 replied to sarbian's topic in KSP1 Mod Releases
That's what I figured. I guess we just have to keep our fingers crossed for a hotfix before the next true update -
Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
Walsht9 replied to sarbian's topic in KSP1 Mod Releases
Would it be possible to apply this fix to the original squad decoupler code instead of the MM patch and .dll? It would make .craft loading easier. If this is a dumb question feel free to let me know -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Walsht9 replied to stupid_chris's topic in KSP1 Mod Releases
I noticed that the parachute staging disappears and the deadly re-entry g-limit bug shows up if you revert to launch. It doesn't happen if you revert to the VAB and THEN launch. -
Can anyone tell me how to properly time my burn for a flyby maneuver? I've spent a very long time trying to get it to work but I haven't once gotten close. Are there any tools that let you snap a node to a specific true anomaly? Am I missing something? Any help would be greatly appreciated.
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