Rebelgamer
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About me
Rocketry Enthusiast
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To me, it makes them easier, as I get more time in the atmosphere to accelerate before having to switch to rockets.
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KSP Interstellar Extended Continued Development Thread
Rebelgamer replied to FreeThinker's topic in KSP1 Mod Development
About the Direct Cycle Nuclear Turbojet, it says it has it's own intake, but the only way I could get it to work was by adding a radial air intake. Is that a bug or just the description needing to be changed? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Rebelgamer replied to cybutek's topic in KSP1 Mod Releases
The last several versions of tweakscale had issues with reverting, parts would increase in mass, tank capacities change, etc. As much as I like the mod, if I have to revert for any reason, I would have to check every part to make sure they didn't change, which is why I've stopped using it. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Rebelgamer replied to Claw's topic in KSP1 Mod Releases
I'm having the same issue, only part mod I have atm is real chutes, otherwise all parts are stock. I actually broke my save game when I tried to recover the craft, now Kerbin is gone, no buildings and only the esc key and contract button works... Here's the save files in question. craft file ksp.log output.log persistant.sfs Edit: Third game exit and reload got the space center back, will test some more to see what happens. Edit 2: Happened again with a modified version of the above craft file. Also, recovery of the craft is not necessary for the disapperance of the space center. All you have to do is revert to vehicle assembly, then exit the vab, and the space center is gone. Edit: 3 After more testing, I think the parachute fix is conflicting with Real Chutes. I removed the parachute fix and deleted the partdatabase file, and have yet to re-encounter the issue. -
And a bunch of them at that, I think my longest build took 40 days or so, but I don't think I ever built anything requiring that many rocketparts in one go.
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Last time I used it it started in the retracted state...
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Rebelgamer replied to ferram4's topic in KSP1 Mod Releases
Try building it in the SPH, not the VAB, and rotate the bottom towards the front. Will come out more accurate than using the VAB inverted. If your using DRE, don't bother sweeping past 25 on the AOA, you'll put too many parts in harms way.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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The 6.5.2 beta mentions it, though I haven't tested it to see myself. From the changelog: *Tweaked inflatable shield drag values. Should be less flippier.
- 5,913 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Rebelgamer replied to ferram4's topic in KSP1 Mod Releases
It's 197, the mach indicator is saying .4, which would be about right for sea level. Though the speed at rotation was probably more like 180 or so.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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