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Everything posted by cardgame
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hot rockets
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I'm not using B9 wings, but pwings. The problem does lie in node connections. My S3 cockpit falls off its circular adapter very easily. I think I can circumvent this, however. More important to me, actually, is stopping some B9 parts from loading. I deleted all the aero_wing parts in the folder, yet they all loaded up anyway. I don't want to have a million pages of parts, really I just want the engines and fuselages.
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I have built some truly physics-boggling craft with everything else, but B9 parts fall apart like they're made of freaking plasterboard. I'm using the reinforced joints mod, and this is the only part pack that it hasn't fixed up. I built a very simple plane with two 5m long fuel tanks and it fell apart in a mild turn, after 2-2.5G maneuevers led to 10-15 degree separations of the fuselage from the clean spine. Is this mod invulnerable to the reinforced joints? If so, why, and can it be fixed or do I need to remove it? This is a serious problem, I haven't even seen wobble this bad since pre-0.20 or whenever they fixed ASAS wobble and space station wobble.
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HotRockets! Particle FX Replacement + Tutorial
cardgame replied to Nazari1382's topic in KSP1 Mod Development
No, Mr. Bond. -
Spaceplane Orientation and Staging
cardgame replied to cardgame's topic in KSP1 Gameplay Questions and Tutorials
That's weird. If so, they should fix that eventually. For now, thanks to subassemblies and/or Select Root, it is possible to reconstruct the plane around the missile. This allows for easier, quicker separation so I don't have to right click a moving vessel and have it crash while I fight a GUI. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cardgame replied to ferram4's topic in KSP1 Mod Releases
The new tweakables are nothing short of amazing. I've limited most of my planes' control surfaces to provide maximum maneuverability without ever putting me in danger of stalling from too high AOA or ripping apart from g-forces. It's beautiful- 14,073 replies
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Spaceplane Orientation and Staging
cardgame replied to cardgame's topic in KSP1 Gameplay Questions and Tutorials
It controls from there automatically by switching to it. ? I have tried to 'control from here' during the plane's flight, but nothing changes - so it's either not working or it is in fact oriented correctly while the spaceplane is attached. -
I would like to deploy a missile, controlled by an octo probe core, from a moving spaceplane. This works perfectly, until I actually try to control the missile. For some reason, it is automatically supplied a sideways orientation, despite hanging vertically from my plane: This makes movement and guidance onto the target frustratingly tricky, as I have to reorient myself completely, and I can't keep the controls straight at all. This is unacceptable. I have tried recreating the missile as part of the plane body, so it begins with a proper front-back up-down orientation, then attaching it, but the side orientation persists. I have tried rotating the octo core every conceivable direction and number, it changes nothing. Can anyone help me fix the missile so it flies like my plane? Thanks.
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HotRockets! Particle FX Replacement + Tutorial
cardgame replied to Nazari1382's topic in KSP1 Mod Development
I haven't done anything but install HR to GameData. -
HotRockets! Particle FX Replacement + Tutorial
cardgame replied to Nazari1382's topic in KSP1 Mod Development
I've solved the engine overheating mystery... for some reason, this mod doubles your engines while keeping the part count at 1, so you effectively have two engines for the price of one for everything it touches. For Mainsails, of course, this means instant death. For spaceplanes + FAR, it means instant Mach 1 speed which often kills the plane. If you want to keep the mod, it can be solved by simply limiting thrust to 50 for every single engine every single time you make a new vehicle. I'm a bit disinclined to such busywork myself, so I have removed the mod for now -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cardgame replied to ferram4's topic in KSP1 Mod Releases
I'm having fun, but also a spot of trouble; my SSTO design seems to have an omnipresent right-rolling force, which, while so negligible as to be unnoticeable at low speeds and altitudes, is impossible to overcome at high Mach when I'm trying to pitch up and get out of the atmosphere. This is present whether or not I use FAR assisting systems such as level, yaw, pitch, AoA, etc. Any ideas? All I know is that it can't be imbalanced fuel loads. My design: My only hypothesis is that my CoL being super marginally above my CoG is what's trying to flip my plane over upside down (the roll typically stops when I'm upside down) but it still only goes to the right.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cardgame replied to ferram4's topic in KSP1 Mod Releases
I will, going to have to retry it anyway, just found out I've been forcing integrated graphics for a while instead of using my gpu. Will give it another shot and provide log if necessary. EDIT: update time. Works just fine with my GPU taking over, had some issues with Intel HD 3000 though.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cardgame replied to ferram4's topic in KSP1 Mod Releases
FAR & Toolbar seem to be giving me some pretty bad lag, enough so I uninstalled them for the time being. By editing the settings.cfg, I enabled smooth frames and green MET everywhere on Kerbin by knocking the ocean detail down. However, when loading FAR, I consistently get shaky fps in the yellow MET zone. Is this normal, or is there some kind of conflict? I'm currently running the following mods: AIES_Aerospace AlternisKerbol BOSS - supersample screenshots BoulderCo - Texture Compression HullCameraVDS JSI - RasterProp KerbalJointReinforcement MechJeb2RPM - SCANsat dependency PorkWorks RealChute SCANsat SCANsatRPM SH_mods - mk2 cockpit IVA SiliskoIndustries - parts SMP - parts Squad StretchyTanks TarsierSpaceTech - telescope UniverseReplacer - 8K Clouds & Kerbin- 14,073 replies
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HotRockets! Particle FX Replacement + Tutorial
cardgame replied to Nazari1382's topic in KSP1 Mod Development
Installed this, SRB effects seem the same, however the flames lag behind the nozzle by at least 5 meters. :| -
From a UI perspective, this seems pretty awesome. From a single-mod user's perspective, however, I hate it. This toolbar plugin alone is giving me horrible lag, equivalent to the lag I had at maximum terrain rendering on KSC, caused by the oceans. I fixed the ocean lag with the .cfg, but this toolbar has obliterated any progress I've made. I removed the toolbar (keeping FAR) and everything's fine. I put the toolbar back to work on spaceplanes, and it's lag city again.
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Seeds of Colonization click for full size 3840x2400 image. 4.9MB. You can really make out that background planet a lot better
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The search for extrakerbin intelligence continues with a radio telescope array deployed to A. Bop
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I'll second frsd's suggestion to remove most of the new tanks, and just use two or three with the new adjustable widths feature (including the adapter piece). If Stretchy can save part count, surely it can also save mod load Also, Solid Fuel tanks are useless - they don't feed into a booster's nozzle. Am I supposed to use this with Uzio's Welding to make a single part out of the SRB and solid fuel tank?
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8/10 -1 for noncentered quote
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Sometimes I wish I could go back and replay 0.14 before the terrain renewal. .14 introduced plugins and there are a few that never got updated to be compatible with newer versions.