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KSP2 Release Notes
Everything posted by Fredde104
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ASET Props Pack. v1.5 (for the modders who create IVA)
Fredde104 replied to alexustas's topic in KSP1 Mod Development
Please call me stupid, but I'm obviosly missing something... I add these props to almost every interior, but only some of them work.. FDAI and related, Altimeters, Impact speed etc. are just static, while g-meters and AG switchers allways work just as expected.. But when i download a finished IVA, everything allways works fine, just as expected.. Please tell me, what am I doing wrong??? I thought it was just "drag and drop" style -
Anyone else on KSP v.1.10.1 who has the issue of Gemini pod windows being blacked out in IVA? I've tried multiple versions of BDB and same every time. All other pods work fine. So far, I've tried reinstalling BDB, reinstalling KSP, changing IVA model to an older (working) model, changing the capsule to an older (also working) model and .cfg, gone throught my .log and looking at it in Unity. I simply can neither solve or even find what the issue might be...
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I currently have the alpha dev from 20-08-07 installed, and I really want this new update, do I need to update my craft files or will they still work?
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- launch pad
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A WIP, but here you go. I'll add more in the coming days and update them when there is a newer version available https://www.dropbox.com/sh/qr13zylacuy41v1/AAA8jOJznRnSVNJvcjP3HJkBa?dl=0
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Downloaded the alpha-dev yesterday and I love the new additions! I'd like to request a yellow/ yellow-black version of the hanging pipes, like this: https://www.google.com/search?q=vandenberg+slc-2w&client=ms-android-samsung&prmd=misvn&sxsrf=ALeKk001r_hxmYN-8-_xt0CwZl0GXevu9Q:1595423001882&source=lnms&tbm=isch&sa=X&ved=2ahUKEwjZp6zq9eDqAhXDrIsKHadUAZwQ_AUoAnoECAwQAg&biw=360&bih=560&dpr=1.5#imgrc=4HofAHJW8YN9rM I've taken it as a project to recreate most of the real launch sites as subassemblies, if there's is interest I could post a download link later today
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[1.12.5] Restock - Revamping KSP's art (August 28)
Fredde104 replied to Nertea's topic in KSP1 Mod Releases
I just downloaded this mod.. and I have havo to giva a big THANK YOU! Finally I have a reason to use the stock parts -
ASET Props Pack. v1.5 (for the modders who create IVA)
Fredde104 replied to alexustas's topic in KSP1 Mod Development
I made this for Tantares, but i need help updating it for newer versions than 1.6.1... also some bug resolving would be appreciated. https://github.com/Fredde104/Tantares-Soyuz-with-RPM-and-ASET -
They work on 1.6.1, so why wouldn't they? Nice work! You want to include a Soyuz IVA with RPM and ASET support?
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- totm march 2020
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@Beale, I have improved the command panel in the Soyuz IVA, giving it ASET and RPM compatibility. Test results are successful 9/10 times. Would you want the .cfg to include in the download? Screenshot: https://drive.google.com/open?id=1rHPntVSO0375kjkQxWL300rCBJNq75Mn
- 22,647 replies
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- totm march 2020
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Unity Version for Mod dev for KSP 1.6.1
Fredde104 replied to Ender1618's topic in KSP1 Mod Development
I just installed Unity 2017.1.3p4 and it's time to install Part Tools... Where do I put it? Google hasn't given me answer for over 30 minutes -
Actually solved it a few weeks ago. It fixed some other issues as well
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Im using ksp 1.6.1, but the 1.8 compatible version of tantares. all my current craft uses the parts from the 1.8 version. my question is if those crafts will break
- 22,647 replies
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- totm march 2020
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I did some tweaking, using the stats from the config from the BDB version you mentioned and got it to work as a switchable part. The original Castor I stats wasnt enough to get the entire rocket into a high enough altitude. Launched from Cape, crashed in China. But some tweaks can solve most issues Every time i update the game and continue on my save, stuff breaks. I have been in the same save since 2015, when i started it together with a friend who is no longer alive.. who had the same passion for this as i do. When i went from 1.2 to 1.4 i had to redo over 50 missions to get to where i was, im not doing that again. I ve don tons of tweaking too, over the time. Together with some of my own material that i have no idea how to get working for newer versions. If it werent for that, i would have done the update as soon as Kopernikus got updated
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I really want to take this update... but will it break any existing craft? My save is from 2015..
- 22,647 replies
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- totm march 2020
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No matter what I do, I can't find the switch from Castor I to C II... I've looked in-game, .cfg's and through 4 different versions of the mod... what am I missing?? Edit: finally found it in the .cfg, but still wont show up as an option in game... how do i change this? latest version installed on 1.6.1 and everything else works perfectly edit2: When i look at it, this is what i see. but why can i still not utilize it in the game? I know this is really simple, but im stuck. Hel would be greatly appreciated // castor 2 MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 58 heatProduction = 400 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster powerEffectName = running_solid PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 262 key = 1 232 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 94 maxAmount = 94 }
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In 2.5 scale i usually turn 5 degrees at around 80-100 m/s, then follow the prograde until i reach 45-50 km, then keep forward. I keep Ap at 40-50 s and usually have a circularization burn of 10-30 m/s dV. anyway, I got tired of the old rocket parts, so im updating today. I hope it goes as smoothly as before
- 22,647 replies
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- totm march 2020
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i seem to have find the issue by accident.. im using a scaled down rss and did the atmosphere to the wrong scale. i changed it from .7 to .55 and now the ascent goes perfect
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- totm march 2020
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old thread but ill give it a try... i installed RSS and scaled it down to quarter size, and apparently the ksc, including launch pad and runway, was scaled down too... is there a way to make it the correct size again? I cant make a plane that takes off at ~30 m/s, or even land a plane travelling faster than that. Also, some of the stock planes are to wide to even fit on there..
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As far as i know, i have only used parts from this... but i might be wrong, its been years since i made the file, then its just the payload that has been "upgraded". However i will try to increase the mass of the upper tank to get the CoM higher and try again. If that wont help, maybe the new parts work better? Im still using the "old" rocket parts with the new spacecraft parts
- 22,647 replies
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- totm march 2020
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I need some help... no matter what i do, my soyuz always turns around mid-air and is impossible to launch without failure... what am i doing wrong?? it has nothing to do with my other mods, as i have this issue even when only tantares is installed.. i have tried both mechjeb, gravity turn, and doing a manual gravity turn but it still keeps turning around when i reach about 200-300 m/s craft file: https://drive.google.com/open?id=1Puq3j6QbhCT6mo6usSz0vI-TMu7HuDB1
- 22,647 replies
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- totm march 2020
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