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Fredde104

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Posts posted by Fredde104

  1. 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

  2. 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...

  3. 4 hours ago, AlphaMensae said:

    Great idea, thanks!  I'd hold off until dev work on v2.1 is done, as there will be some changes to how the general towers will be structured as well as other fine tuning fixes.

    I can add more umbilical colors. :)

     

    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

  4. 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

  5.  

    On 4/25/2020 at 11:07 AM, zxzx said:

    I was wondering if the newest version of Tantares (V21.1) and TantaresLV (V12.1) work on 1.7.3?I don't want to upgrade my KSP vision

    They work on 1.6.1, so why wouldn't they?

    On 5/17/2020 at 9:24 AM, Well said:

    Tantares is now "feature complete"

    @Beale have already said that no more IVA are planned, so i've decided to make an optionnal patch to apply existing IVA (From Stock or Tantares) to unfinished IVA.

    I've made it for me because i really enjoy to play with Overlay mod and IVA.

    SAa2JKZ.jpg

    pN44Oah.jpg

    JsUobNu.jpg

    lbaizUg.jpg

     

    The idea is to have an IVA for every part, but of course windows and numbers of seats and other little detail don't match for all part, that the best we can't do with existing IVA, i still think that a huge imporvement compared to actual unfinished IVA.

     

    Nice work! You want to include a Soyuz IVA with RPM and ASET support?

    wGzpjIx.png

    BXvMwGe.png

  6. 9 hours ago, Mountain Parrot said:

    Unfortunately it will break quite a few of your craft, but hopefully you get the same glitch/feature/something that I got where the next boot after you update the old parts remain, but the textures are broken. Replace the broken parts with unbroken ones before restarting again. Do NOT uninstall the old version before installing the new one.

    Edit: the old parts will ONLY show up during the first boot after you update.

     

    3 hours ago, Beale said:

    I don't think anything that old will be compatible unfortunately. Part names have changed multiple times.

    You might be able to run modern and old versions of the mod side by side, but no warranty.

    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

  7. On 2/23/2020 at 6:31 AM, Zorg said:

    If you're playing with the current release of BDB (v1.6.2) there is no Castor I to Castor II switch. There is a part called bluedog_castorSRB (Title = Dioscuri-1 Solid Rocket Booster/ real_title = Castor I). The comment above the module I think suggests that despite the name its using Castor II stats.

    The switchable Castor I/II is a brand new part that is in the github BDB-1.7 development branch. The old part is being replaced by this new one which uses accurate stats for the two Castor models.

    The current release of BDB is not officially supported on KSP 1.6 but this is mainly because the minimum required version of B9 PartSwitch v 2.11.0 is not officially supported for 1.6. Having said that I do believe that it works so if you're not moving your save to a newer version make sure you have that version of B9PS (but not any later versions of B9PS as they definitely dont work). Of course no warranties if things behave badly :P 

    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 :D

    On 2/23/2020 at 2:02 AM, Pappystein said:

    Not without some seriously major hacking.   And what is not updated past 1.6.1 in your game (AKA why are you afraid to upgrade?)   I don't know of any (well any non RO type mods) that don't support 1.8.1 now.   

     

    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

  8. 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
    	}

     

     

  9. 6 hours ago, Zorg said:

    This turning above 10km idea is from the old KSP aero model. This is NOT optimal anymore. For the vast majority of reasonably designed rockets, you

    1) start a gravity turn by nudging 10 degrees in the direction you are launching it at 100-150m/s then holding prograde.  (you can also start gentler earlier but this is pretty safe)

    2) disable prograde hold at 45 degrees if you find yourself at 45 degrees before reaching 20-25km.

    3) Then go as horizontal as possible from there keeping Ap at least 30s away (at stock scale, in 2.5x you prob want to keep it 60-90s away)

    4) establish Ap and then circularise at Ap (or learn to do a single burn to orbit,)

    See the gif pkmniako posted which illustrates a proper gravity turn.

    That 10km thing these days would only be necessary for something with horrible aero like trying to launch an unshielded space station or something.

    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

  10. 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..

  11. 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

  12. 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

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