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Everything posted by tg626
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I make it a habit to always "Cycle the landing gear" as part of my De-Orbit checklist, as previously stated - 1 press to extinguish the lamp, 1 press to extend the gear, 1 to retract it again. Conversely you could extend the gear in the VAB, and retract them with a G press on the launch pad prior to launch.
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I had a puzzler with exploding core stages when separating parallel boosters. I finally did what the big boys do. Since I had Open Broadcaster Software installed, I used it to "film" the launch, then replayed the video and advanced it one frame at a time in Windows Media Player. I found that the seperatrons that I had used on the boosters were spending a long time blasting the sides of the bottom core tank and concluded that was where it was going wrong, as that was the first part kerploding. Problem solved.
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Is this still in development? It's a great mod - only trouble I've had so far is on my 2nd jump I got "stuck" and couldn't switch ships/go back to Space Center and had to force quit the game... NullReferenceException I'm sure.... EDIT: Hmm, now one of my beacons became a debris field for no apparent reason... Ah... fair enough - I missed this before... Yes!! I dropped some 2009 BSG sound effects onto it - it feels like it triggers late (I'd like the sound effect to start when the bubble starts to "bloom") but it practically gives me chills!!
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
tg626 replied to toadicus's topic in KSP1 Mod Releases
I went to do this and realized I had version 0.16.x (I don't know the subversion) installed, so I first updated to 0.17.1 A) the difference in FPS is WAAAAAAAAAAAAAAY less then it was. yes turning off "Enable Engineering Calculations" does change it from somewhat noticeable FPS loss to hardly noticeable FPS loss Whatever the cause I really can withdraw my previous "bug report". One more question tho, what difference does the "Enable Engineering Calculations" make? I don't see any thing in the HUD or advanced HUD changing when I tick it on/off NM I see now...- 577 replies
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My typical crewed set up is AG1 - decouple LES & activate engine [of] LES Abort - activate engine [of] LES & decouple command pod AG0 - decouple LES & arm/deploy chute AG1 is for normal ascent, and the abort sequence is "backspace" and then after engine burnout , AG0. What would be nice would be AG0 were instead a second press of the backspace key. Or better yet, the second press pops the chute, detaches the LES AND fires a smaller secondary motor that pulls the tower clear of the capsule. But I think that's ridiculously detailed... Tho I have been known to put sepratrons on the LES to pull the tower away during an abort. :-)
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Fair points all, and lets not forget genocide in the name of god, but my focus was on the idea of setting out on such a journey not the result or motivation.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
tg626 replied to toadicus's topic in KSP1 Mod Releases
I don't see this mentioned so I'll ask. Does anyone else experience severe loss of fps when the HUD is on? More parts on screen the bigger the difference. I was having a 7-8fps slide show at one of my stations until I switched the "power off" for all those useful inflight numbers. Once off the fps shot up to 30+ I'd guess from the look of it.- 577 replies
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Um I've been using the last KAS config on the latest tantares packs and it seems to work fine. (Today's release not withstanding I haven't gotten it yet. )
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Given the technology of the time, navigation, ship construction, medicine, food preservation, etc. I'd say its a very apt comparison. Anyone sailing that far out to sea in that time had a very real chance of never returning.
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I just realized you did a 2 nozzle engine. +1 for that! Big 2 nozzle engines are sorely lacking in this game. I've been debating trying my hand at a simple clone of the skipper or mainsail that has the same specs but simply 2 nozzles just for the looks.
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KerbalX.com - Craft & Mission Sharing
tg626 replied to katateochi's topic in KSP1 The Spacecraft Exchange
I just accidentally added a few mods with part mapper which are actually repositories a custom parts I made solely for myself using parts from other mods. It would be nice if I could remove that info as it had nothing rto do with the craft I uploaded, and I'm concerned about "polluting" your database. Too late I realize that I could hasvr excluded them. Perhaps this should be added to the instructions page on the site... That aside, pastmapper choked on some very long custom mechjeb cfg filenames in the plugindata folder, this has nothing to do with custom parts of course, it is just mecvhjebs way of storing per craft settings. I got around that by temporarily deleting those files, but it would be good if partmapper didn't crash on such things. :-) -
That would also have the benefit of blocking the hatch, forcing you to Eva to/from the OM. Oh and, http://kerbalx.com/TG626/BURAN
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Other: bought on Steam, then upgraded by freeing myself with a copy from Squad directly. Interestingly the one option you don't have. Steam is a steaming pile of... Steam.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
tg626 replied to Starwaster's topic in KSP1 Mod Releases
No, the v6.4 release zip has no DeadlyReentry.version file in it. If I download the 6.4 *source* I see it in the ROOT of *that* zip, but not in the DeadlyReentry folder. Of course if I pull it from the source zip and drop it into my gamedata/deadlyreentry folder AVC sees it and checks it as being up to date. Right Pane - 6.4 Source Zip Left Pane - 6.4 Release Zip- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
tg626 replied to Starwaster's topic in KSP1 Mod Releases
DeadlyReentry.version is in the wrong place. I find it in the root of the Source download, but it's NOT in the release.- 5,919 replies
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[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tg626 replied to hoojiwana's topic in KSP1 Mod Releases
Ok - First flight complete. Retrieved a kerbal accidentally launched in Polyus (somebody oughta handcuff them to the furniture in the Astronaut Center) -
[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tg626 replied to hoojiwana's topic in KSP1 Mod Releases
As the Soviets gleaned data from our Shuttle, so did I from the very well made STS-4... Voila! My Buran Atmospheric Test Vehicle. Stock+Tantares engines&RCS+TurboNissuReloaded Spherical tanks on it's butt. Oh, and a RealChute drag chute of course... -
[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tg626 replied to hoojiwana's topic in KSP1 Mod Releases
Now I'm trying to get a Buran together... Wings are proving to be a problem -
Moving EVA Kerbal up/down fires RCS and rotates ship??
tg626 replied to tg626's topic in KSP1 Discussion
OK, I had forgotten about that recommendation, thanks for reminding me! :-) -
Go to space Liaka boss Big! Strong! Wow! TADA-O!
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Moving EVA Kerbal up/down fires RCS and rotates ship??
tg626 replied to tg626's topic in KSP1 Discussion
Ok... Heres what I know: This station, which was launched by an Energia launcher, was asymetrical - like this: So, before launch, I set some positive trim on the rockets so that "at rest" they would be providing vectored thrust (which worked quite well). Once the station was in orbit, I used SAS to "hold attitude", and found this odd behavior. During testing I switched off SAS, and the RCS system obeyed the trim setting and started rotating the station. Once it did I used ALT-X to "zero" the trim out. And once I did THAT, this weird behavior stopped. So, it seems that IF you have a trim set, SAS on, and a kerbal on EVA, forward or backward movement of the Kerbal will cause the trim to "kick in" (or the nearby craft's SAS to disengage) and set the craft spinning.