TheDamDog
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A small suggestion: Perhaps add a variant of the orbital module which contains science experiments? Early on, it feels like the orbital module is basically dead weight...taking it up just costs you precious, precious delta-v. A version with a goo canister/materials observation (or even a custom experiment,) would greatly increase the value of the pod. Would a 'modular' approach as with the new B9 parts be possible? If so it could presumably simply be added to the current part and save a bit of space.
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[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
TheDamDog replied to raidernick's topic in KSP1 Mod Releases
Any plans to rebalanced prices for career mode? At present, both the orbital and descent modules for the Soyuz cost more than twice that of a regular pod, and the service module is even more expensive. The rocket parts are also very expensive...although they all cost the same. And the Salyut stations...they're 200,000 each. Quite spendy. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TheDamDog replied to Raptor831's topic in KSP1 Mod Releases
Gratse! I shall do that. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TheDamDog replied to Raptor831's topic in KSP1 Mod Releases
FASA's RCS thrusters don't seem to like the change to hydrazine. None of them seem to be working (for me.) EDIT: Further investigation at times not 3am indicates that it simply isn't accepting the conversion to hydrazine. If you load up a tank of vanilla monopropellant, they work just fine. The only problem is, the pods have all converted their fuel stores to hydrazine... Is there some way to remove the conversion effect? Much as I like the realistic monopropellants, not being able to steer my early FASA pods is a bit more challenge than I like -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
TheDamDog replied to bac9's topic in KSP1 Mod Releases
Everything appears to be in its correct place directory wise. B9_Aerospace is in the KSP 'Gamedata' folder.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
TheDamDog replied to bac9's topic in KSP1 Mod Releases
I have parts appearing in the tech tree, but not in the hangars. None of the aerodynamic parts appear, and none of the custom engines show up either. The cockpits and structural elements mostly seem to be there, though. Did I install wrong or something? I am using the 64-bit version, of course, but if I've screwed up something basic I'd like to know. If not, feel free to disregard.- 4,460 replies
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Just confirming here that KSPRE works great with 64-bit for me, combined with all of these: http://www.reddit.com/r/KerbalSpaceProgram/comments/2bumwz/a_big_list_of_mods_all_working_and_mostly/ Yeah, ATM is required
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Praise be, he is returned!
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RPM doesn't appear to be working in 24.1. At least for me. With the Alcor pod: http://i.imgur.com/mGsOydo.png None of the switches except the 'fire engine' one are working. Displays are non-functional and display different things depending on viewing angle. With vanilla pods it's just a grey screen: http://i.imgur.com/AX9gldL.png
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TheDamDog replied to BahamutoD's topic in KSP1 Mod Development
There's a couple mods for .20-.22 that include bombs, but they seem to make the game a bit unstable. -
Rescaling parts doesn't seem to work in .24 64-bit. Not sure if I screwed something up during the installation of my mods, but I thought I'd pop in to say so. The 'tweakables' menu in the VAB appears, but the options for everything but 'coarse speed' and 'fine speed' are gone...as in there's an empty space in the tweakables window. I do love this mod, though. If I can only use big hinges...well, I'm just gonna have to build bigger landers and solar arrays.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
TheDamDog replied to BahamutoD's topic in KSP1 Mod Development
Having more space-based weapons would be cool. Doesn't even have to be 'complicated' stuff like missiles...rail cannons and/or beefier lasers would be neat. Nuclear warheads and maybe a MIRV system would be fun too. Using FASA's "dummy" warheads just isn't the same as traipsing around with a space station loaded down with nuclear death. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
TheDamDog replied to Starwaster's topic in KSP1 Mod Releases
It only happens with DRE, removing the module removes the problem. Lowering the temperature exponent also removes the problem.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
TheDamDog replied to Starwaster's topic in KSP1 Mod Releases
It only gets up to that temperature if it's secured to the launch pad. As I said, it explodes instantly once the clamps are disconnected. It doesn't seem to be a vanilla problem. No 'overheat' bar appears on the tank, and it doesn't happen if I remove DE.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
TheDamDog replied to Starwaster's topic in KSP1 Mod Releases
I'm not sure if this is entirely a bug, but here goes. Apologies if it's already been reported. Heat from the engines appears to be transferring into fuel tanks in 64-bit KSP, resulting in the tanks heating up at the same rate as the engines, or faster in the case of small engines. The heating appears to go on even after the engines reach their 'running temperature'. Once outside the atmosphere, the problem seems to vanish as the tanks cool down. Securing the rocket to the launch pad appears to keep the destruction from occurring...but it happens instantly once the launch clams detach. Got a fuel tank up to 10,000 degrees that way. The part I'm certain is a bug is that the fuel tanks, when destroyed, apparently retain their attachment points. Engines are not destroyed by this process and remain fixed in space below the rocket, drawing fuel from the non-existent tanks. This also creates some really weird camera bugs, as it appears to cause the camera to assume the point between the rocket's present position and the destruction of the tanks is the center of mass. If you continue flying the rocket in this state, the crew is eventually killed due to g-force damage, regardless of the meter remaining in the green. I am running a heavily modded game, but nothing that I think would directly interfere with DE.- 5,917 replies
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
TheDamDog replied to pizzaoverhead's topic in KSP1 Mod Releases
Is this compatible with Chatterer? I've got both installed, and while Soundtrack Editor appears to be working, the new tracks are only audible in the background of Chatterer's chatter. The regular soundtrack continues to play as normal.- 779 replies
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I recently tried Soundtrackeditor...it seems to function, but the new tracks only play in the background of Chatterer's chatter. Rather odd lol
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The Union of Kerbal Kollective Republics - A nation of hard-nosed Kerbals known for their extreme eagerness to get into space, even by Kerbal standards. This often leads to a certain disregard for even the most basic (by Kerbal standards) safety precautions. Yuri Kermanski, the first Kerbal in space, went up on his first mission taped to a lawn chair on the side of the rocket, wearing nothing but some wooly underwear his grandmother knitted for him and using a large garbage bag as his air supply. Rumor has it that they are currently working on a highly secret project to produce a 10-meter booster.
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Works beautifully for me.
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