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Everything posted by Kartoffelkuchen
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@Benjamin Kerman Please, please change your avatar. It's the sams on as @technicalfool uses and it actually is really confusing when I see that pic in the add on dev section. And if I remember correctly there's even a rule about using avatars from staff but well. Wanted to tell you earlier already but now it'sperfect since you posted just after eachother lol
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Hahaha well, that happens! Happened too often to me too though...
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Small hint: I think you modelled these 1:1 right? If so, you can simply go ahead and put them in game, and in the cfg, you set rescaleFactor to a value. So, if these are 12m in dia in original size, and you want them to be 7.5m: 7.5/12 = 0.625 So then, in the cfg, you write "rescaleFactor = 0.625", and if it says only scale = .. in there too, just leave it, it's not important. Looks very promising btw
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Mh, I gave it a quick run in KSP 1.2.2 and had no issues - are you using KSP 1.2.9? If yes, I will not provide any updates for that version for now, I'll wait until it gets officially released, I'm afraid. Otherwise, are you using any other mod which might cause some issues with Launchers Pack together? Maybe a log file can help.. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I'll get back to you tomorrow to see if I see anything suspicious in the latest mod + KSP version. -
Range And they take quite some time to switch from one to another launch vehicle...although SpaceX AFTS speeds that process up a little. Range is limiting factor. They use some very old tech there
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The robot is there to minimize the risk of landing stages tipping over, by attaching these 4 arms to the octaweb of the stage as far as we know. This minimizes the risk for crew which previously had to get on the vessel and safe it, this should help reduce the risk.
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Well. OA7 launch postponed *again* due to hydraulics issue with the booster ... "The launch of the ULA Atlas V rocket carrying the OA-7 Cygnus spacecraft for Orbital ATK and NASA has been postponed. While completing testing for a ground support hydraulic condition discovered during prelaunch testing, a different issue with a booster hydraulic line was observed. The team is developing a plan to resolve the issue and a new launch date will be determined. The Atlas V and Cygnus spacecraft remain secure." Maybe SpaceX can actually move the SES-10 launch again, ahead of the OA7 launch if the fix of this issue takes even longer..
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kartoffelkuchen replied to erendrake's topic in KSP1 Mod Releases
You can just use "switch to 0. run myscript.", way easier than what you tried. The "max" is a kOS internal function. You enter some numbers, seperated with "," and the function will return you the highest value: max(0,5) -> 5 max(30,5) -> 30 Same goes for min, just other way round: min(0,5) -> 0 min(30,5) -> 5 So you can basically "limit the output" by doing that, you can also use these in such a way that you can only get output of a specific range: min(max(0,variable),100). This returns you a value from 0 to 100 -
Not sure, but I think rumor was AFTS was already in activated in background, "it just wasn't connected to the actual explosive charges". So I'd guess that this booster also has AFTS.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I'm sorry, that's the only one I have. I made that quite some time ago, and yeah, apparently it doesn't work any more. (<-- oh cool a new smiley!) I am afraid you need to come up with your own config for that, or you find something, but I don't think anything like that is currently available.. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Mhm, usually, there should not really be a problem with that. I mean, I haven't really used this in 1.2.2, so I can't really tell. I will have a look at it and see if I can see anything which could cause issues you and some others already described. Otherwise, you can also try turning it into a static using KerbalKonstructs, I think someone threw a config around here at some point. Apart from that, here's a quick overview of how this here is going to continue, also regarding the ULA mod: I haven't worked on this mod, or anything related to KSP modding for some months now, I have been busy with IRL stuff and wasn't really interested. Also, the fact that the ULA mod still has not been released yet, due to ULA schedule uncertanties or whatever, and that all our time and work both ej_sa and me put into this can't be acknowledged by the KSP community really bugs me and made modding really unattractive for me for the last couple months. I mean - I put a s*** load of work into this, these were, are actually my highest quality models so far, and they could have been released almost half a year ago, and even today I don't know when this will be released. Concerning this mod: I'll update Atlas V again for KSP 1.2 (well nothing big to update really I think, except for fairings), and will continue to improve the Falcon 9, with focus on the Merlin engines. They are ok, but could be much better, especially regarding the texturing. When Block 5 of Falcon 9 flies, I want it to be as realistic as possible, I'll wait with a revamp of the tanks until Block 5 actually flies to make sure I don't do anything which I'll eventually need to redo again, but engines will be updated in the next time because I really think they can look much better. I also want to pick up my Atlas II & III again which I had in work for quite some time now, but I haven't finished them yet, which I wanna do. So yeah, so far so good. Don't know when this will be released, but it's in the next 2 months I'd say. See ya -
Step one is to actually launch FH. Step 2 ia to get Dragon 2 up..
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yeah, you'd need OS Fairings for that. The thing is, OSF does not work any more in 1.2.2. You can however go into the config of each fairing, and replace 'ModuleFairingDecoupler' with 'ModuleDecouple', that should make it work again. Payload won't be shielded then unfortunately. Let me know if that works for you! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
And? -
@YNM That aluminium foil you can see on that image was actually black on previous launches, I was little confused first too.
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Falcon vertical again, as seen via SFN livestream.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yeah, you remember correctly. They were busy with launching rockets, but they're getting the last bumps out of the way right now before the release of this, as far as I know. Really annoying for me too, believe me, that we are sitting months on a basically finished product. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
SpaceX Pack V.4.1 released Changelog: Added IridiumNEXT fairing texture Increased texture resolution for F9 FT first stage Added antenna to ASDS & LZ-1 Download @goldmine48 I'm sorry, but I really can't help you there I think, sorry. I had a look at it, but I couldn't fix it. -
Is this...for real? A 4 page discussion about that video? LOL Of course it is real! What do you even need to discuss there?
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thanks! Just download the latest version from Spacedock, it should still work fine in KSP 1.2.2. I am going to update it soon though. Yeah, it's already in the works. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yes, of course! Check the "PayloadFairingtextures" folder, there's a "blank" one in it (It's called "yourowntexture"). Duplicate that, and edit it with a program of your choice. Then, save it under a different name, for example "mytexture". Then, you go into the "SpaceX" folder, scroll down all the way to the "SpaceX_FalconPayloadFairing.cfg" file, open that with Editor and go to the "FStextureSwitch2" MODULE. There, you first add your texturename in the appropriate line (seperate names with ";") and then define the way your texture should appear in the GUI ingame (for example "my super cool texture"), so not necessarily the texture name. Hope this works for you!