

MAV3RICK
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Everything posted by MAV3RICK
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MAV3RICK replied to Galileo's topic in KSP1 Mod Releases
Hi, I'm using GPP on a KSP 1.6 playthrough. However, there seems to be the original names of the system (Kerbin, Mun, Minmus) being kept in the contracts - which means some of the "world first" contracts I can't complete as they say to land on the Mun. Is there a way to alter this mid-save, or would I need to reload the mods and try again? Thanks in advance!- 7,373 replies
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[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
MAV3RICK replied to OhioBob's topic in KSP1 Mod Releases
Thanks both - I tried integrating the ThursCurve into the RF modules, but it didn't seem to work. Deleted the RF config parts for the solids instead. Many thanks! -
[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
MAV3RICK replied to OhioBob's topic in KSP1 Mod Releases
I really like the look of this mod - but I'm also wanting to use RealFuels with it as well. The two don't seem to be compatible at the moment, but I'm sure it's not rocket science (ha!) to make them work together. I've tried copying the asmosphereCurve and ThrustCurve text into the Stockalike_Squad.cgf file, but that doesn't work. Any thoughts much appreciated. -
Ah, OK. Consider me edumacated. Thanks!
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I thought that being pressure-fed would allow it to run without ullage? My misunderstanding if not....
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I'm playing KSP v1.3 with RealFuels version v12.3.0. I have a monopropellant engine (not an RCS) from the Coatl Aerospace mod using hydrazine, and a highly pressurised fuel tank (it has the ServiceModule category). However, when launching this on a test rocket, it's showing as 'unstable' propellant, and igniting says there is vapor in the fuel lines. What am I missing/what do I need to do to make the fuel stable? Is there some sort of pressurant I'm missing? Thanks in advance.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
MAV3RICK replied to Papa_Joe's topic in KSP1 Mod Releases
Hey, a quick question about this mod (which is making my Mun lander design so much more difficult...): Is there a way to add in CLS support for the Procedural Fairings mod, specifically the Thrust Plate Adaptor part? I've tried adding in the CLS module code both to the part and to the separate config files in CLS (not at the same time though), but this doesn't seem to have any effect when I reboot the game? It's probably something simple that I've missed, but I'm also wondering if it's something to do with the fact the part is procedural? Many thanks! Edit: for clarification, this is in 1.1.3, using mod version 1.2.3. Edit 2: I fixed it - turns out I was editing the wrong files (I copied the KSP folder so that all the mods work when 1.2 comes out). D'oh! -
Is this due to be updated on CKAN? Probably just me being impatient for it...
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[1.8.x] Impact! - impact science and contracts -v1.8.0
MAV3RICK replied to tomf's topic in KSP1 Mod Releases
@tomf Is there a minimum energy for the Bangometer report to generate? I just 'recycled' a reasonably useful SCANsat-turned-commsat into science by crashing it into the Mun. Switched back to the Bangometer craft, and nothing there The Bangometer isn't physically in contact with the ground (it fell over during landing, but survived), but the craft is. I'm sure I read somewhere that the sensor itself didn't need to be directly on the surface? Edit: It was going about 900m/s (I think, falling from a 250km orbit), and weighed about 2 tonnes, so should have been in the region of 810MJ energy Edit 2: Looks like it was an issue with the CKAN download, giving the 1.2.0 file rather than the updated 1.3.0 one - seems to work now! Many thanks in advance -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
Ah, got it now! Slightly more awake means I can realise that these are the KSP physics settings it's changing - in my defence I've not used FAR or poked around in the physics settings much before, so didn't recognise it. Anyway, re-entry seems to work better now, changed the DRE @fullConvectionAreaMin to 0.2 instead of -0.2. Thanks both for your help.- 5,921 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
Thanks for this, but since this is from RSS, I think these are values for FAR? If there's anything for stock aero + DRE, that'd be great, if not I'll have a go at trying to match up the values with some trial and error.- 5,921 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
I'm using DRE and the Kerbin 465 mod (3.2x planet size, 6.4x distances) - looking to lower the re-entry effects as everything is going bad quickly. Anyone know what to change and by how much? Don't want to make it too easy, but being able to return from LKO would be nice... Thanks in advance!- 5,921 replies
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[old thread] Trajectories : atmospheric predictions
MAV3RICK replied to Youen's topic in KSP1 Mod Releases
@Youen, thanks for the reply - I thought it was the mod developers who had to update the metadata for CKAN to show it is compatible? I figured the FAR incompatibility might be why though. Thanks again! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
Ah, understand now. Many thanks!- 5,921 replies
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[old thread] Trajectories : atmospheric predictions
MAV3RICK replied to Youen's topic in KSP1 Mod Releases
Hi @Youen, could we get the metadata updated in CKAN? My career mode is missing accurate landings! Thanks! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
Hey @Starwaster, could we get this updated in CKAN as well please? Many thanks!- 5,921 replies
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I'm also encountering the game crashing when you get to space in Career mode - Nathan, I see you've said something about a patch, does it work and if so how do I implement it? Many thanks EDIT: Had another look at this and the various other rescale mods when I'm more awake, copied the mod fix from KScale2 into the Kerbin 365 config file, seems to work now!
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
MAV3RICK replied to erendrake's topic in KSP1 Mod Releases
Ah, ok. Thanks for the reply anyway. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
MAV3RICK replied to erendrake's topic in KSP1 Mod Releases
Is there some way of using the Kerbal Engineer redux values in kOS? I'm wondering if there's a way to limit throttle on launch so that atmospheric efficiency is no greater than 100% -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
MAV3RICK replied to Starwaster's topic in KSP1 Mod Releases
I've always wondered with the Mk1 Lander can which heat shield to go for - the 1.25m covers some of it but there's still bits sticking out, the larger heat shield for the Mk1-2 capsule seems a bit overkill though (and gets in the way of attaching things to make a lander). Any thoughts?- 5,921 replies
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Comprehensive Mod Compatibility List for KSP 1.0
MAV3RICK replied to Master Tao's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/40667?p=1882829&viewfull=1#post1882829 TAC Life Support is now updated -
Comprehensive Mod Compatibility List for KSP 1.0
MAV3RICK replied to Master Tao's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/39512-0-24-2-Procedural-Fairings-3-09-procedural-costs-Win64-decoupler-fix-%28August-3%29 Procedural fairings is updated. -
Could we get a mod compatibility sticky?
MAV3RICK replied to jab136's topic in KSP1 Mods Discussions
Surely SoonTM was the best reply for that?!