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Everything posted by blowfish
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Perhaps it's drag from the stuff inside the LES, which doesn't have the cargo bay module (and therefore doesn't shield anything).
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
Welcome to the forums Try reinstalling B9 and its dependencies. If that doesn't fix the problem, post your output log for us to look at - instructions on how to do that are in the first link in my signature.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
blowfish replied to bac9's topic in KSP1 Mod Releases
They've been moved to the legacy pack. You can download it on Bitbucket or Kerbalstuff (it's also available on CKAN). E: Reason for moving them is that there are better alternatives around now. For wings, there's B9 Procedural Wings, and for landing gear, there's Adjustable Landing Gear. If you really want the old ones, they're available, but I recommend checking out the more flexible, better looking new stuff first- 4,460 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
Welcome to the forums It's a known issue. There is a workaround, but it's somewhat complicated. See this post if you want to attempt it.- 2,488 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
FAR doesn't change how engines behave at all.- 14,073 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
blowfish replied to AlphaAsh's topic in KSP1 Mod Releases
I've been seeing reports of Kerbalstuff being down in the last few hours. It's probably that.- 2,488 replies
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[WIP] Nert's Dev Thread - Current: various updates
blowfish replied to Nertea's topic in KSP1 Mod Development
@Jimbodiah There's no actual radioactive material in the exhaust @Streetwind Thr RS-68's unique exhaust color comes from the ablative nozzle lining evaporating off. All hydrolox engines run somewhat fuel rich. -
Congrats on the release I think the KS-01 'Odin' might be a little under-powered at the moment. Compared to the Mainsail, and with the same liftoff mass, it gives you similar delta-v numbers (for a craft which is almost entirely fuel), but costs considerably more, while having less thrust (and is unlocked later in the tech tree). Of course, the Mainsail has one of the highest TWRs in the game, but still.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
If you have 3.0.0 that shouldn't be happening - there's a patch that should specifically prevent that. -
CTT adds some additional nodes beyond Very Heavy Rocketry: Experimental, Gigantic, and Colossal Rocketry (I think Experimental Rocketry used to be a stock node). You're still somewhat limited to the stock "bigger = more advanced" paradigm.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Correct- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Go to the main page on Github -> click "Download repository"- 14,073 replies
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Yeah, it turns out the IVAs end up being really costly in terms of performance. I think Taverius experimented a while back and found 12 to be the practical limit for the number of kerbals.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Here's what you can do: Create a clean install of KSP (this can be separate from your main install) Verify that the issue does not exist without FAR Install FAR and MFI (and MM) without CKAN Verify the issue now exists- 14,073 replies
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The part doesn't use a MODEL node to begin with, so you have to create the whole thing. You can only replace textures for models actually defined in that node: @PART[bahaMk22LightningCockpit]:FOR[MyMod] { !mesh = DELETE MODEL { model = BDMk22/Parts/mk22cockpit/model texture = texturePJ, RavenCorp/BDMk22/mk22cockpit/texturePJ } } The fact that it no longer appears in the SPH is probably an artifact of having a malformed MODEL node with no actual model defined.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
blowfish replied to Ven's topic in KSP1 Mod Development
The sizes are just how they are divided. They're still roughly the same dimensions and their EC output has not been altered. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
blowfish replied to Raptor831's topic in KSP1 Mod Releases
To add to what Raptor831 said, the reason that "Orbital" engines have effectively unlimited ignitions is because they are assumed to be pressure-fed and thus do not have turbopumps. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
Would this actually change anything meaningfully? Instead of two part mods that both depend on the same plugin mod, you just have two part/plugin mods that also depend on a plugin mod. I don't think that having a bit of unused code impacts performance meaningfully (and it's entirely possible that loading a separate assembly would be worse). Plus, maintaining interdependencies between plugins can be painful at times.