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Everything posted by MinimumSky5
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totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
It looks like they are having uplink issues with Mr Steven, the "view" they showed was a low res still. -
totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
Orbital had used densified LOX in the Antares 130, but they had to quietly drop it when they switched from the AJ26's to the RD - 181's, presumably because those engines can't run on it. That being said, the Merlin's seem to have all sorts of party tricks these days, so I'd be surprised if using non-densified propellants isn't one of them. -
totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
Someone near me just put on a small fireworks show literally seconds after payload deployment. Coincidence? Probably. -
totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
The TWR on that burn seems huge, it only seemed to take about a minute to go to GTO! -
totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
Combined with Spacex's success, this is easily the most important launch this year. -
totm nov 2023 SpaceX Discussion Thread
MinimumSky5 replied to Skylon's topic in Science & Spaceflight
Now, the next goal is reusing a booster more than once. Also, I found it highly amusing that the merlins now have variable chamber pressures, so there now is a rocket that acts like old KSP engines! -
I have got that latest version, I've got an IUE in orbit already! But I'm sorry, I really need to remember how to make bug reports, including things like version numbers.
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All I wanted was an answer to a small question, not an overhaul of the entire rocket! But, just to throw my opinion out, I really like the look of the boosters as they are. Yes, it isn't realistic, but if I wanted hard realism, I'd play RO/RSS. I feel that if the boosters looked like the real ones, they'd just look, well, boring. They need something to break up their surfaces, and i think that you got the balance right with them. And definitely keep the RGB colour scheme!
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All this discussion has reminded me of a question I wanted to ask about the Daleth 2000 (in its current release). How are the boosters meant to be arranged? I haven't noticed any air launched variants of them, so I assume that they all get ignited on the pad, but that can cause TWR issues. Are some of them meant to be air ignited, and I'm just not being observant?
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Yes, they were, its been a few years since I've had a computer that can support mods, and I'd just forgotten how Github works!
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So, I added this into my existing save game (fully aware that things might be a little strange) and I think that Gene just had a priceless moment! "Yes, we can make you this *looks at contract* 'Glider', but not for a few days, we have a Duna launch window and our probe won't launch itself!" But in all seriousness, thank you for giving us plane contracts other than "Fly here, get science, some back"!
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The issue was me, getting confused! I downloaded the lastest patch, but i must have not installed it, as all of the Coatl RCS is having issues, and there is no IUE in sight!
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The Barquetta core had it's RCS visual issues solved in the latest patch, didn't it?
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
MinimumSky5 replied to Dunbaratu's topic in KSP1 Mod Releases
I'm having trouble with this quite simple launch program (I'm building it in stages, so it isn't complete yet) set throttle to 1.0. stage. when velocity > 50 then{ set steering to heading(90, 85). } when the program runs, it only seems to run the when command once, rather than wait for the velocity, as it says "program ended" just after the rocket gets off the launch pad. Any ideas?- 1,354 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
MinimumSky5 replied to Thomas P.'s topic in KSP1 Mod Releases
Hold on, I re-read my comment, and it was a but muddled. What i meant to say was the i tried to use only New Horizons, the game threw those errors, so i got rid of it and tried using only GPP, but had the same issue. Sorry, i should have been more clear! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
MinimumSky5 replied to Thomas P.'s topic in KSP1 Mod Releases
I've been having a load of errors being thrown on startup in both New Horizons and GPP, I'm troubleshooting my heavily modded save now, but in the mean time, does anyone know what they mean? [WRN 20:17:01.582] Cannot find preset 'Default' for pqs 'Niven(Clone)' [WRN 20:17:01.588] CelestialBodyTransform: Cannot find CelestialBody. [WRN 20:17:40.037] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MinimumSky5 replied to Galileo's topic in KSP1 Mod Releases
Thank you! I was more wanting to see which mod needed a compatibility fix, i had already uninstalled the rescale mod.- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MinimumSky5 replied to Galileo's topic in KSP1 Mod Releases
I'm not sure if i post this here, but I'm using KScale64, and there is a lot of terrain poking through the space centre, including some on the launch pad that ruins all of my rockets as the spawn point is rendered underground. Can you help?- 7,349 replies
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I'm assuming that the numbers are planetary radii? Also, what happens if one magnetosphere gets embedded inside another?
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I'm also having a strange issue with the magnetic fields, as I'm playing with New Horizons and the 6.4x rescale, but i only have radiation belts for Moho, Eve, Kerbin, Jool and Vall, despite new horizons having larger gas giants than Jool! I'm on my laptop, so i don't have any graphics cards to speak of.