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KSP2 Release Notes
Everything posted by tjsnh
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
No rush, we're all thankful for your amazing work on this project. Knowing that an update is in the works eases the fears. [insert several metric tons of upvotes, respect, and other assorted kudos here]- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
It seems CC isn't loading with 1.2 , is this a known issue or should I post some logs?- 5,206 replies
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Sputnik 1 , Tantares. Su-15 Flagon , Stock Luna-24 sample return mission , Tantares + MBI
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
4.0 Updated posted, should work better with ckan now. -
Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
The next update, built for KSP 1.2 , is about 98% ready - working with mod developers from a couple of the dependent mods on the release timing, shouldn't be long. Note that this will be a save-breaking update in several big ways. -
Two Questions about upcoming releases of the new "fresh" mod ; 1 - Is the first release going to just be Soyuz/LK or were you going to wait until there is more to toss in (N1, etc) before pushing a release out? 2 - Is it safe to assume that the download link to the "old" regular tantares is going to stay live in Curse? Not pestering or anything, just trying to plan the release cycle of my dependent mods.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
It's to prevent it from showing up in Pods in sandbox mode, since the part itself would be a bit of a cheat in regular use. You can find it in the VAB by clicking the upper-left and sorting parts by manufacturer. It'll be the first part on the list. -
Just tried it out with 1.2pre , bailing out via eva and space-to-detach , and deploying chute via right-click menu on the kerbal, results in landing speeds in excess of 50m/s. I've played around a bit with different speeds when bailing out, altitudes, attitudes, etc - most times the "landing" is splatsville :-( though the chutes themselves ARE deploying! :-) Am I doing something wrong, or might it be a bug?
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[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tjsnh replied to hoojiwana's topic in KSP1 Mod Releases
FYI , still flying great in 1.2pre, incase nobody else has mentioned it. -
In regards to the navball, once upon a time I tried to get a spare artificial-horizon instrument (beechcraft cockpit surplus) wired up as a USB device controllable through a driver, but it ended up being entirely too much trouble. I always thought it would have been great for flight sims.
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Pretty much the only thing missing is a navball, or a small LCD with a copy of the "primary" navball display, but that's probably a whole order of magnitude of extra problems trying to make ;-)
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This is absolutely amazing. I'd LOVE to have a control board like that. You should make these and ebay them!
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If you throw a few more celestial bodies in at some point (maybe an expansion pack?) I know a lot of us would LOVE that.
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Might be a typo in the cfg (I'll admit I didnt check) or some minor issue with the part mesh or something?
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Playing around with the beta you just posted (had to delete the libra ant B config file that others mentioned) and some observations : LOVE the flat-bottom style to the Munar tantares service module. The decoupler should be under the "couplers" category instead of "structural" The emissive on the service module engine looks very blocky at the moment The lights in the CM and OM don't illuminate. The new solar panels look/function amazingly Consider removing all monoprop from the CM and SM, and moving it into the OM so players have a reason to use it The T-CO2 dish is still slightly bulgey when retracted, they single-handedly increase the diameter of the fairing quite a bit. Consider a double fold, or a farther bend of the arm inwards, etc. Consider cutting the transmitter power of the T-CO2 to about 25% of what it is now - for balance it probably shouldn't get very far outside Kerbin's SOI The new parachute works great, and looks MUCH better than the old one - looks like it's got a hatch built in to get between CM and OM. The LK landing legs should probably be in the "ground" category now - and they look/animate WAY better! THe emissive on the LK engine is also a bit blockey, you probably know this. Overall a great beta!!!!
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.. were you trying to grapple Gilly? :-)
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I found some probe bus parts in the "monkey business" mod, but it certainly seems to be an under-represented bit of parts in terms of stock-alike-ish packs.
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Good call. The stock tracking-panels will fill that role, non-tracking ones add some flavor, are more "accurate" to the real-world parts being represented, and frankly can be more useful. For example - modeling a Vega-style probe bus, with it's panels, in KSP is/was/would-be very difficult without some non-tracking panels.
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[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
tjsnh replied to blacsky33's topic in KSP1 Mod Releases
Awesome! My Soviet Space Program mod will add support for these once my post-1.2 release comes out. :-) -
Those folding panels look absolutely amazing! They're going to be fixed once deployed right? Not rotating to face the sun?
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After a little flight testing to push performance to the absolute limit, updated scoring for SpeedSingle : Top speed without exploding 1452m/s 10.5G load (I'll call it 10g) 17 Parts No cheats. 1462 Points. (Unscored, but got pretty high in a max-power 45degree climb after going ballistic from running out of air)
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At-speed, or does g-load at low-speed count?
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The SpeedSingle. Small, light, fast. Easily sustains 1300m/s (Mach 3.75) , can be pushed a little farther but it explodes from heat if you go much past 1350. No cheats of any kind, fully stock. 6.3T , 17 parts. Strict interpretation of "Mk1 Parts Only" with the learjet cockpit and no advanced wing parts. This is a nerfed version, I re-arranged the control surfaces to deliberately cut maneuverability at high speeds, as the original had a tendency to instantly explode if you threw it into a 10g turn at 1200m/s ..... Craft I made a version of this, the SpeedDouble, with two engines but it overheats and explodes about 15 seconds after taking off the runway. Suggestion for the challenge - mandate use of the regular turbojet engine, as it would prevent "manned missile" designs like this one (or at least make it harder). ================================= For fun - in KSP 0.9 before atmospheric heat caused rapid unplanned disassembly, this simple design was able to break Mach 6 on pure air breathing power due to an oddity in the way KSP calculated frontal drag off of the forward-most part (an antenna in this case) https://kerbalx.com/tjsnh/Speedpipe
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