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Everything posted by tg626
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Kill him. I killed bill and Bob by accident. It is possible. I think they died in a space plane crash and I just carried on thinking they would magically come back, but they didn't. :'(
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Kerbals starting at Astronauts Complex?
tg626 replied to Horman's topic in KSP1 Gameplay Questions and Tutorials
Yes! We need a Kerbal Airstream!!! -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
tg626 replied to sumghai's topic in KSP1 Mod Releases
Wait... what?? I've never heard my SM explode! I don't use DR or FAR, do you normally use them? I ask because the only possible fates for a jettisoned part AFAIK is either to magically disappear because it's too far away (In atmos), to orbit forever (it got out of atmo before getting to far away), or to slam into the ground. I fully and wholly admit and accept that I may be 100% wrong about that tho. (FWIW this is borne out of an obsession I have to have NO debris post mission.) -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
tg626 replied to sumghai's topic in KSP1 Mod Releases
I might give the + Normal approach a try. I haven't tried every possible permutation, but it seems that if I eject the SM with a periapsis of ANYTHING positive (not just yours, any SM) while outside the atmosphere, then it just continues to orbit. Even if it's orbit is 100m x 80km, it just keeps going unless I "fly" it - then and only then does the atmo drag apply and drop it into Kerbin... However, if I have a positive Appo and jettison the SM below 70km, then it does disappear on it's own as if it crashed/burned up. As a result if I'm trying to do a skip entry or just a shallow one to limit G forces, I end up with the SM in perpetual orbit unless I jettison it within the atmosphere. Limitation of the game I suppose.... Annnnd just now it looks like the sepratron idea didn't work... SM is in an eccentric orbit... Back to the drawing board... -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
tg626 replied to sumghai's topic in KSP1 Mod Releases
I'm having another trouble which you (sumgai) may or may not want to think about making a change for. When I decouple the SM from the CM, they tend to want to stay thisclose during reentry. I can solve that by tucking sepratrons into the SM and firing them with an action key that also fire the decoupler, but if the avionics ring and SM had sepratrons built in like the boost protective cover has and they fired automatically when the decoupler fired that might be a nice feature? I think the apollo SM fired it's RCS thrusters "backward" after separation either until a flight condition was met or the RCS fuel was depleted, if I'm not mistaken... -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
tg626 replied to sumghai's topic in KSP1 Mod Releases
I doubt anyone else will run into this, but... I had a problem with no effects (light, smoke, flame) from the fairingless LV-909. Turned out that at some point in the past I had downloaded a Mk3 nosecone from MP_Nazari, and it was in a folder called MP_Nazari. This caused one of the included configs (SDHI_SMS_MMPatch_HotRockets.cfg) to attempt to load some non existent "Hot Rockets" particle effects as it's conditional statement was met by the existence of the "MP_Nazari" folder. The Solution for me was to rename "MP_Nazari" to "MP_Nazari-Partial" since it appears to be an incomplete folder. I'm guessing (and only guessing since I don't have HotRockets installed) that MP_Nazari has released multiple things using that folder name and sumgai was unaware of it. (As I recall, the nosecone came from [Moderator removed defunct website link] or somesuch third party site and isn't found at curse.com) -
How much deltaV in mono propellant?
tg626 replied to Sleepy_Steve's topic in KSP1 Gameplay Questions and Tutorials
Mechjeb can tell you, but I think you have to manually add it to a window. -
Forgive the necro, but for anyone interested: Accomplished using the part and method found in this post
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Perfect! I plucked out the flag and the dll needed and.... I since took advantage of the transparency and simply made the flag a smaller graphic with a transparent border to make it appear to fit the side better....
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Part grows infinity when hovered over in VAB
tg626 replied to tg626's topic in KSP1 C# Plugin Development Help and Support
Yep. Added MODULE { name = ModuleSAS } And all is well. Thanks! -
When you wis....BOOM! LOL
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I made a modded part for myself. I made a duplicate of the Mk2 to Mk3 adapter but with LOX and Electrical added by creating a copy of the original cfg file and removing the "model =" and substituting "MODEL {...}" and then adding the new RESOURCE{...}. It works fine, except for one thing. When I hover my mouse pointer over it in the picklist in the VAB instead of rotating, it grows bigger. Take the mouse away and the growth stops, but it does NOT shrink again. Place the mouse over it again and again it grows. Before long it vanishes from view as if the camera is clipping it. All the while the properties window just flickers showing me the LAST part I highlighted that behaved normally. I can click it, and place the part, but the picklist acts all wonky... PART { // Kerbal Space Program - Part Config // T. Thompson: Modded Mk2 to Mk3 Adapter (Added LOX) // // --- general parameters --- name = mk3spacePlaneAdapterLFO module = Part author = C. Jenkins // --- asset parameters --- scale = 0.1 MODEL { model = Squad/Parts/FuelTank/mk3spacePlaneAdapter/model scale = .8, .8, .8 } // --- node definitions --- node_stack_top = 0.0, 7.7, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.9 , 0.0, 0.0, 1.0, 0.0 // --- editor parameters --- TechRequired = heavyAerodynamics entryCost = 13600 cost = 1250 category = Propulsion subcategory = 0 title = Mk3 to Mk2 LFO Adapter manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in re-entry survivability. Apparently air gets very hot at high speeds (Who knew?!). To combat this, we attached only the finest in slightly used thermal tiles to the under belly. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0,0,1 // --- standard part parameters --- mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3000 fuelCrossFeed = True // --- fuel tank parameters --- RESOURCE { name = LiquidFuel amount = 100 maxAmount = 100 } RESOURCE { name = Oxidizer amount = 120 maxAmount = 120 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } } Anyone have any idea what I missed???
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
tg626 replied to sumghai's topic in KSP1 Mod Releases
Question: Which Klockheed Martian "Special Parts" are needed for this SM system? KM's Special parts add some additional parts which I am not interested in per se, and I'd like to start pruning the various "parts I'll never use (for now at least)" which have been slowly accumulating from various mods I've installed from my game. -
Oyi, read dude... Ask him about the size. I just liked the Kerbals on that one the best.
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Number one: Aside from that, which probe core has a flag on it?? Unless I'm mistaken that would be none of them, so it still doesn't work. :/ I know that long ago (back in .18 maybe?) there was an mod which allowed you to place a surface part that was basically a rectangle with the mission flag on it. It had both flat and curved "flags", but again it used the mission flag. Then there was a thread about the pioneer plaque where a couple ideas were submitted but only as jpgs (the image I linked was the one of the three I liked best) - and there was some indication that the participants in the thread might create such a plaque, but the thread just died with no announcement or link. There was also an "Astronaut memorial plaque" thread too, but it was also for a much older version of KSP.
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I'm sorry Jeb, I'm afraid I can't do that.
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No, timmon26 made that, and there was some talk of a plaque, but that was ages ago and there was no final product of one. So I made this thread to see if one was made that was either directly or indirectly connected to this.
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Has the ejection force from radial decouplers been nerfed?
tg626 replied to Dizzle's topic in KSP1 Discussion
Question is, where is the com of the empty srb? -
How would you go about destroying my boat?
tg626 replied to dryer_lint's topic in KSP1 Gameplay Questions and Tutorials
Alt-f12 and whack-a-kerbal. -
I'd like to get this On the side of a probe core. So I'm wondering if there's a mod for that, or some part I could retexture. I'm not interested in doing it as a mission flag. TIA
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Bad news from NASA, should KSP follow suit?
tg626 replied to kiwi1960's topic in Science & Spaceflight
While I see no evidence of it now, this came up under "what's new" yesterday... Otherwise I would have never seen it since that's the only way I review the ads here... :-(