BombastixderTeutone
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Everything posted by BombastixderTeutone
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Just downloaded RSS for the probable 400th time and installed all the required mods and some supported ones. Good news is that the game does not crash, bad news is that once I load a new game, Kerbin and the KSC do not seem to exist (My modlist and a screenshot of the error in the Album below). Can somebody help me?
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Is this patch still being maintenanced?
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Ok problem solved. I deinstalled the FASA stable and installed the Beta and now everything works. Thanks for the help RedAV8R. Now I can start building my moonrocket ãƒ½à ¼¼à ºˆÙ„Ãœà ºˆà ¼½ï¾‰ edit: The command module rcs ports don't seem to be supported by real fuels. When i click on them in the stageing menu the real fuels window does not appear. Also the SAS does not work, and the WASD direction ony the Navball seems to be reversed. Mechjeb does not offer any good results either. Another problem seems to be the SII Interstage adapter, as it randomly explodes halfway during my flight, cutting me of from my first stage way too early
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Ok right now the game crashes once it should enter the loading screen. I don't think it has to do with my memory as I deinstalled Kw Rocketry and Novapunch. The game works with FASA installed without the patch. I Installed all the required cfg's and plugins etc but did not install the KM_gimbal.dll as it is aleady contained in Jack Bauers Realengines mod. edit: Is the patch for the stable FASA version or the beta that includes Saturn 5? edit2: Game works now but still no realfuel function. The LEM is still useing liquidfuel/ox instead of Aerozine. The parts don't seem to be rescaled
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Mod bundler for "Real Solar System" (DEFUNCT)
BombastixderTeutone replied to jamis's topic in KSP1 Mod Releases
Jamis I used your mod bundler a lot and it is a blessing for all those that got a little confused in the hash that is the install procedure for Real Solar System. Thank you for the work you did, even though you have to end it. I'm hopeing your work inspired some future modders that might tackle those problems. -
Nathan there is something strange occuring. The B9 MK 2 Nosecone burns up (It doesn't disintegrate through G-forces] during reentry at temperatures of about 1400°(Is that Fahrenheit or Celsius?). With the help of the others here I created a cfg with this command @PART[B9*]:HAS[!MODULE[ModuleHeatShield]]:Final { @maxTemp = 2000 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // omnidirectional reflective = 0.25 // 25% of heat is ignored } } You see I set the max temp to about 2000°. I have no clue why that happens
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@Starwaster: Excuse me for my Ignorance, but what does the reflection mean, and why should I set it lower than it already is?
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Hello everyone. Is the displayed Mach Number in the FAR window the Number for Kerbin sealevel Athmosphere, or does it calculate the number with the athmosphere density your vessel is surrounded with?
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Thanks for the help everyone. I'm still figuring out what the best flight profile for my X-15 is. The later version of the X-15, the A2 had an ablative surface. How do I attach ablative shielding to B9 and Procedural Wing parts?
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It's an X-15 replica but I don't have the exact flight profile for the real mission. All I know is height of apoaps and velocity. So I drop the plane from the Mothership at 13km going 500km/h and slowly pitch my nose up and raise apoaps to 106 km.
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First off, Thanks for the help and the quick response phoenix_ca and Starstrider42. Ok the wings seem to be fixed and didn't burn up. But one controll surface, the landing gear, the RCS ports and the nosecone didn't make it. Do you know how I can give all of them Omnidirectional Heatshields? Can I just write down the name from the Part list in the VAB and make the same line of code how you did it or are the parts somehow differently named in the Code? Is there a way to give eversy B9 Part omnidirectional Heatshield, so I don't have too look up every one of them?
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First time I'm useing imgur embedded function here, hope it works. As you see from the Screenshots my spaceplane still burns up, and it seems to start with the procedural wings and controll surfaces, after the plane spins out of controll the rest explodes due to G-Forces. I'm trying to do a authentic X-15 replica with what the game and mods offer me. Edit: I wasn't able to embed my Imgur album here. How do I do that? (fixed, thank you)
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Hello Folks, How do I add active directional Heatshield capabilities to Procedural Wings and Controll Surfaces?
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Mod bundler for "Real Solar System" (DEFUNCT)
BombastixderTeutone replied to jamis's topic in KSP1 Mod Releases
Hi, Is the mod bundler still up to date? Are you still maintaining it Jamis, since it's one of the most practical mods out there -
Reaching for the Stars [PH] - Jane's VI 3 Feb 15
BombastixderTeutone replied to NathanKell's topic in KSP1 Mission Reports
OH boy I can't wait for Occolus Rift support for KSP and flying planes in Real Solar System then -
Hey Guys. I'm currently running into a problem and suspect that KAS is the cause. I have a setup of 3 different Object standing on the mun (sry for the dark picture) that have certain KAS winches attached to the ground and are partially interlinked with pipes. Now my problem was that when i set up this configuration (It's a mobile Kethane/Fuel Factory), it worked really well. I had High FPS and so on and no real problems whatsoever. But then i needed additional pipe endpoints and decided to get them from a little munbase a few km away. So i fly one Kerbal the in EVA and to get the stuff from the base and get out of the physics loading distance for the Kethane Factory. I grab the pipe endpoint from the munbase and make my way back. I come into the physic loading distance of the Kethane Factory and there it Begins. really heavy lag of about 1 frame per 10 seconds or even slower. I am in this current situation unable to controll and finish the Kethane factory since the FPS drops so heavy. Every other Vessel in my Universe works fine except that Factory. Can somebody pls help me since i have put a lot of effort and work into that base and don't want to loose it.
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Hello, I have a problem with KAS and hope somebody can help me with that. Recently i made a delivery of mining equipment towards the mun useing KAS and a transport ship. Somehow during warping and so on, the connector became visibly deattached, even though the mining equipment and the transporter where still attached to another. Then this happened. The winch connector is like 15 km out (WTF?!). I really need this winch for the next step of my delivery. I have to use him to attach the mining euqipment to the dropship that lands on the mun. Is there anyway to cheat the winch back into it's locked position? Any help would be appreciated