

Gaugeforever
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Everything posted by Gaugeforever
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Maybe I missed something but he wasn't being sarcastic? I don't think he was knocking you at all...
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gaugeforever replied to TaranisElsu's topic in KSP1 Mod Releases
I never post, but I want to thank TaranisElsu for everything. I have been using this mod since .25. Your mod has directly provided many hours of enjoyment for me. So, thank you, and I wish you the best in your future endeavors. -
Ok, sorry for the long wait, 4th of July and all. So I did this and initially I thought it was still broken. However I moved to sandbox mode and it worked. I then tried to load up a new career and it didn't work. So there is a building that needs to be upgraded I assume. Presumably it is the command center? Also, thank you very much for being patient with me. I'm one of those crazy people that likes to start career with probes first. Weird concept right?
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Ok I'm starting to get a bit frustrated and baffled. I tried the above, no go. Can someone please explain to me how all the things link together. I took a look at squads probeCoreSphere part. I looked at how it was set up and how remote tech's comfig for it was set up. I then removed the section in the MRS parts config and added this to the RT config I have in the RT folder. I have LITERALLY copied that remote tech config for that sphere probe, and yet still, no connection when I toss it on the launch pad. What... the.... F. Something is not intuitive here, I am completely missing something about how this works. I'mjust so boggled as why an exact copy of a squad part with a different name and some extra module parts won't behave like normal. Here is the entire MRS part config. You will note that the section that remote tech cares about is removed.
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Hey guys, I'm having problems getting RT and MRS to play friendly together, was wondering if anyone could help me resolve my issues. Firstly, there are three parts that are probe cores for MRS. These are NBprobeCone1m, NBprobeRadial, and NBprobeRadial2. All three of the parts individual cfg files contains this entry. Furthermore, since that alone was not working, I added a cfg in the RT directory containing an entry for each like this. I"m at a loss of what to try now? Can anyone help me?
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I know I'm being annoying by asking this, but obligatory CKAN request Sorry if this is an annoying request. <3
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- texturereplacerreplaced
- visual
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Gaugeforever replied to Paul Kingtiger's topic in KSP1 Mod Releases
I think there may be a compatibility issue with FAR and this. Not sure though. -
Let's hope man. I probably won't play today, but I'll try that tomorrow just to see what's going on.
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Before deploying. I have 200 hours with FAR and DR They just burn up. Doesn't really make sense to me honestly. I could MAYBE see the radials getting too hot, but the top mounted chute... how does that burn up without the pod burning up. Not sure why other people aren't having issues. It could be because I'm using ferram aerospace. I didn't consider that.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gaugeforever replied to ferram4's topic in KSP1 Mod Releases
I want to donate to a few modders after muh paycheck- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gaugeforever replied to ferram4's topic in KSP1 Mod Releases
he yelled at me for re-reporting this he knows about the reentry thing.- 14,073 replies
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my parachutes burn up with his .cfg I tested it by bringing a pod back from orbit with two radial chutes in symmetry and one top chute. Tossed a heat shield on it. Didn't matter if I came in SUPER shallow and slow (took forever), or deep. Burned up both times. I even tried it on 100% Heat, still had the same issue. Removed it for now. Perhaps I'm doing something wrong? I would think orbital speed would not cause enough heat to destroy all the parachutes if you keep your shield pointed at retro.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gaugeforever replied to ferram4's topic in KSP1 Mod Releases
Originally it wasn't, but now that you are so defensive about it, he most likely will be. He merely stated that it was likely you who are having the issue. I have all the mods you suggest as well and am having no problem, other than the ones they know about (flipping pods). Take a chill pill. How do you get that view? Sorry I'm so newb.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gaugeforever replied to ferram4's topic in KSP1 Mod Releases
I'm having trouble keeping my pods at retrograde during reentry. Firstly, I can't not use SAS and let aero take over, that's REALLY bad. Secondly, I end up flipping anyways. I'm using symmetry so I'm not sure what's up. Will be more than happy to test it for you. I tried shallow and steep reentries. It didn't seem to matter. I will say, launching a rocket is worlds better than stock. My only issue now is getting back in one piece!- 14,073 replies
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I would donate. This is a complicated mod requiring a lot of the personal time of the devs.
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1.0.2 - Rocket ascent profile and orbit delta-V
Gaugeforever replied to eviator's topic in KSP1 Discussion
If I had to guess I would say it's drag that you are missing. You probably have some items on your craft that have drag values that are slowing down your accent in atmo. You need that sleek aero rocket to shave some DV. -
Thanks I'll take a look at that.
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As I said, I have tons of hours with Ferram and I've never had this many problems with it. Maybe I'm just not getting it but my conversion from ferram to this is not pleasant. To me it "Feels" like in Ferram the forces are applied to the "shape" of the entire rocket. In the stock model it "feels" like it is applied to each part individually and the parts are not balanced or something. I don't know, I'm not an aerospace scientist nor a modder. It's like an SRB with nose cone is getting DRAMATICALLY more drag than a pod with a parachute on top or something. Which shouldn't be the case.
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I have 200 hours in ferram. The people "complaining" have experience with more realistic aero models. No one expects a copy of ferram, but rockets that resemble real life rockets shouldn't flip end over end for no apparent reason. Arguably second stage is worse than first stage for flipping. Completely unrealistic, godlike, reaction wheels, gimbal, and fins are mandatory now. Good luck getting a probe into orbit without these things. I feel sorry for the RO guys until Ferram gets fixed. Without godmode reaction wheels... I don't know. In this model the space shuttle would never have gotten to orbit. Just saying. That large fuel tank would cause them to flip no matter what they did, no matter how perfect it was. I also feel bad for new players, because this is NOT ksp. KSP is supposed to be realism until the fun stops. With the new aero model they abandoned fun altogether and went for only half realism. Myself, I'm waiting for ferram so all my rockets work again. In the end, it's about what makes sense to me. The new aero model does not make sense to me, Ferram did. I had some learning to do with ferram, but at least ferram was intuitive. I can make rockets that "look right" and they have a reasonable chance of success at doing something other than flipping.
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Where is the ferram aerospace option?
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[1.0.5] Heat Management (No longer supported)
Gaugeforever replied to Randazzo's topic in KSP1 Mod Releases
would it really be a DLL? Solar panels already face the sun, so you could just adjust the angle by 90 degrees? I'm not a modder but that seems like the worlds smallest DLL lol. -
[1.0.5] Heat Management (No longer supported)
Gaugeforever replied to Randazzo's topic in KSP1 Mod Releases
Heads up, there is no convection in space, so the most efficient color for radiators is black. This is what the I.S.S. uses. Nice start though.