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Everything posted by lextacy
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i agree with option "edit" A weighted average could go like this : -Weight is based on part reliability. So a lets say the Mainsail has low reliability rating and the Poodle has a high rating. The Mainsail could have a 2% chance of major failure and 1 % of minor failure. The Poodle can then have a 1% change of major and .5% of minor.
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hi, im looking forward to this as the direction seems to be amazing compared to the Dangit mod. Im hoping as you say "user" configurable that we have control in what parts this can be applied to? For example I install this mod and want to test some new engines that will go on a new launch vehicle (Falcon 9 Heavy) BUT I have a long standing list of launchers that have made many flights. I would not want the reliability tests/failures to apply to these due to them being past successful launchers (pre-testFlight). Is this the type of user configurability we are talking here?
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Here is a great video I just saw tonight on some real techniques the Soyuz uses for its redezvous procedures. Some odd ball ones are the bi-eliplical transfer and the spacing technique. I think the bi-eliptical one is the most dangerous, and the spacing manuever is very time consuming (2 days in orbit)
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X-MAS by Lunatic Aeronautics [Dec.11.2015 - 1.051 )
lextacy replied to ximrm's topic in KSP1 Mod Releases
now all we need is the Grinch expansion pack , then life is good -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
lextacy replied to stupid_chris's topic in KSP1 Mod Releases
thanks mate ! I now have something to go by when setting multiple chutes in a series formation -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
lextacy replied to stupid_chris's topic in KSP1 Mod Releases
1. Whats the spare chutes thing all about? 2. Whats this setting do ? Parachutes used (parts) 3. Please post a tutorial about the deployment options, presets, ect 4. Great mod , profit -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
found out there was a loose KAS plug flying around inside bay, you know the winch? Yea sometimes the plug comes loose on its own and wreaks havok- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
hmmm, maybe it was a fluke. I have a few questions about the debugging options 1. what is the "alternate density calc? 2. shockwave multiplier 3. shockwave exponent 4. temp exp 5. multiplier- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
Seems the shuttle cargo bays are not protected from ascent heat shock. Lost solar panels on a solar panel truss module I was launching the the ISS with a KSO shuttle. Might have to add abatement to the cargo bays? But how?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
okay thanks ! Ill get your latest ever version and put the .dll you posted . Is x64 Linux supported though? I know Windows x64 should not be supported and I agree lol- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
Has anyone got 6.4.0 to work with .25? AND does it add shielding to KW fairings?- 5,919 replies
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[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
lextacy replied to marce's topic in KSP1 Mod Development
has anyone tried this to get rid/move those nasty nodes inside the Buran shuttle cargo bay? Installing stuff in the Buran bay is near impossible with those nodes in they way. -
[0.90] v1.1 Bright Utilitarian Luminescent Beacon (BULB) 8/10/2014
lextacy replied to Alshain's topic in KSP1 Mod Releases
will these lights strobe like the ones on the Dragon? -
How can I change the electric charge requirements of the magnets on the arms? on a lighter note : the docking camera works in .25 but kills your framerate. Really not a game breaker so Ill just enjoy
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Learned alot today! Thanks for following up. The green leave button in the space center doesnt do anything when I press it. I wont be able too see what each difficulty level will do. Any ideas? Ive made lots of things such as hydrogen, oxidizer, monoprop, biocake and mass. I haven’t tried making liquid fuel yet. Later tonight ill try. I couldnt get food to output. I installed the Koylent maker, a TAC food canister, a couple of 4000k batteries ,the test tank with seeds loaded and biocake. I ran the Koylent maker and nothing happened. I think I have everything? One thing about the hydrogen. You should include a reaction to break down water into hydrogen. Maybe slipstream the process into the hydrogen compressor or make a separate part. I feel the hydrogen resource has a critcal missing logistics in this regard. Seems like a catch-22 if the only way to get hydrogen is monoprop, but to get monoprop you need hydrogen. So the hydrogen ends up coming from a terrible ratio source such as the air using the air splitter gizmo. Idk if that overbalancing it , but I just have this bad feeling hydrogen is the weakest link in the whole fuel creation scenario.
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here is some bug reports: 1)a Sometimes CO2 will not transfer from module to module, need to reload craft 1)b Sometimes transferring CO2 from 1 tank will deplete tank # 1 , but not transfer that CO2 to tank #2. Therefore CO2 disappearing in thin air , not literally 2) Might be a bug ? The first timewarp notch will not let you build up biomass, it will show the number climbing, but when you drop out of time warp the number will reset back to the normalized value hope to see this mod working like a champ for .90 on linux x64