BioHaZarD.PT
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About me
Rocketry Enthusiast
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I read about tank types here in the forum but I don't see anything related to that in game (after installing the mod of course). Is there supposed to be some way to change the tank type in game? For any tank?
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Yeah, I think Vexxus9999 just made the first space elevator in KSP
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I tried Real Fuels (with Stockalike Real Fuels Engine Configs of course) with FASA today actually. I only checked the Saturn IB and V rockets, but nearly everything seems to work. The LEM Ascent Engine does not have a config yet and therefore must use the standard LiquidFuel/Oxidizer. Shouldn't be hard to edit the file and copy the config for the Descent Engine. I did notice everything seems a lot lighter and therefore delta V's are a lot higher and thrust-to-weight is ridiculously high. Apollo CSM is 4 tons lighter and gets double delta V (over 1600m/s). Saturn IB losses 50 tons. SatV is 190tons lighter and almost gets to orbit on first stage alone (and 3 F-1 engines is more than enough for it)! Weird.
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Could this be some weird out of memory error? Try installing ActiveTextureManagement.
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What building upgrades are required to get full Mechjeb functionality in .90 career mode? I've yet to see the Landing and Rendezvous sections show up. I fully upgraded the Tracking Station and edited the part.cfg to get all Mechjeb functions early on the tech tree, but those things are still missing. What else do I need? EDIT: Updating to latest dev version solved my problem.
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I read that post, and did what it said even before I ran KSP with the Angara Pack for the 1st time. Very helpful info. But I still encountered the problem I described (and solved). Trying to change the engine thrust in the VAB introduced a "NaN" amount of electric charge, which made the rocket cost "NaN". When I tried to launch, it said I didn't have enough money for it. This of course, only in career mode. Changing the part.cfg for the RD-191 as I described solves that problem. I haven't had any problem since. Hasn't anyone else encountered this problem before?
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Found a problem with the RD-191 engine (inherited form the original on Bobcat's Soviet Engine Pack, apparently) in career mode. Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } The cost of the engines also needs balancing. They're very expensive currently. Posted same info on the BobCat Ind. Space&Planet products thread, so hopefully the Soviet Engine Pack will have this fixed.
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Found a problem (and the solution for it) with the Soviet Engine Pack in career mode. At least on the RD-191 (I didn't check the others). Whenever I right-clicked the engine to tweak it's thrust while in the VAB the vessel cost changed to NaN and I was unable to launch it. I compared the part.cfg with other engines and spotted the problem. It needs isTweakable = false in the ElectricCharge resource. Other engines also have hideFlow = true right after. I have no idea what that does, but it's probably a good idea to add it too. So the config should be: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } The cost of the engines also needs balancing. They all cost the same and are very expensive currently.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
BioHaZarD.PT replied to Tiberion's topic in KSP1 Mod Releases
I've been trying this mod for the first time. I noticed the K1 Heavy Lifter 2nd Stage Tank has 1124 to much oxidizer. -
I miss satellite missions too, and I'd like to see them in .24. Also missions to launch a space station and then resupply and replace the Kerbals aboard it once in a while. You know... more realistic type of missions. Personally I find all the part testing contracts in .24 to be mostly annoying. In terms of UI Squad could have learned a thing or two with MCE. A cost break down window would be useful. As would some way to check contract rewards without going to the Mission Control building. When you complete a contract you don't even get a reminder of how much you made. MCE put all those numbers front and center. Made them seem important. In KSP .24 I even forget about the money after a while. Here's another idea: contracts to land on a specific biome (on Kerbin, Moon or Minmus) to collect science. Instead of just landing wherever we want.