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KSP2 Release Notes
Everything posted by DaniWesNL
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There's a bug in 1.4.3. with both the Undersize and Oversize SIGINT satellites. Deploying either of them works fine, but when I try to take them back in, the animation resets as if they are in and deploys them again. In other words, once the dish is out, you cannot get it back in. Nvm found out in the notes its intentional. Shame cause it works in the VAB, but not outside
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
DaniWesNL replied to linuxgurugamer's topic in KSP1 Mod Releases
Gotcha, already figured that may have been the issue. Working as intended now, thanks a lot -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
DaniWesNL replied to linuxgurugamer's topic in KSP1 Mod Releases
Just downloaded the 3.0.15, but now the fuel tanks are double; both in the engines and fuel tanks categories -
It doesn't work with 1.2 does it. Or am I missing something?
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
DaniWesNL replied to linuxgurugamer's topic in KSP1 Mod Releases
Cheers mate. Just wanted to hop in and let you know I really appreciate the hard work you've done maintaining and updating this mod. For me this mod feels like a proper extension of KSP. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaniWesNL replied to stupid_chris's topic in KSP1 Mod Releases
Hmm having the same issue. As of today, for no apparent reason the mod ceases to function and all my parachutes deploy way too slow resulting in hard contact with the ground. I don't get the icon in the space center, and the toggle info button only shows me info in the VAB. I can't seem to be able to change my parachutes anymore. Removing the mod destroys my savegame. Edit: Found the issue, apparently the version on CKAN is krakened. Downloaded it manually and it works fine. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DaniWesNL replied to TriggerAu's topic in KSP1 Mod Releases
It doesn't auto delete my warp to alarms after they've been reached (warp to AP e.g.), even though that option is on in the mod. Am I missing something? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DaniWesNL replied to ferram4's topic in KSP1 Mod Releases
I usually have to go faster than 150 m/s to be able to take off. Mind you my aim is to make an SSTO with enough delta-V to achieve a decent orbit and have some fuel left for course corrections. My pitch authority and rear wheel placement are fine, I checked those with the very detailed guide. However the problem lies probably in the fact my aircraft has not enough lift, either a wings or weight issue or maybe both. I am mostly using wings that don't appear to have any lift rating in the description (non stock ones). But when I check for the CoL, it doesn't have an arrow. Does that have anything to do with this? Also since I found my aircrafts seem to have lift issues, I simply add more thrust, though that's probably not the right way to go. Maybe I am too much of a rocket engineer to be an aircraft engineer- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DaniWesNL replied to ferram4's topic in KSP1 Mod Releases
The S2 plane was around 100 tons. The MK2 was around 40 tons. Both tear apart as soon as I pitch up slightly after taking off. I would expect the weels to break off if you land too hard, the engines breaking off with too much drag, or maybe the entire fuselage ripping from the wings. But the individual parts of the fuselage detaching from each other as if I've used separators still seems strange.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DaniWesNL replied to ferram4's topic in KSP1 Mod Releases
Every single joint snaps, it starts with the cockpit detaching from the fuselage, then the parts of the fuselage snapping and the wings breaking off. And though the G-forces are indeed quite strong, it shouldn't be nearly a catastrophic structural failure. Don't know about the dyanmic pressure. I've only used FAR since yesterday, tried it for 4 hours, but kept getting this issue with MK2 (stock) and S2 (from B9 iirc). So I haven't actually used the mod to display aircraft stats. Only really used Engineer to make sure I had enough TWR and made sure I followed these guidelines: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DaniWesNL replied to ferram4's topic in KSP1 Mod Releases
I keep having massive issues with planes breaking. Doing around 200 m/s, make a slight adjustment pulling no more than 6 or 7 G, and BAM entire plane disintegrates. Every single joint snaps. I like the fact this mod does aerodynamics better than the base game, but I would really like my planes to be stronger than match sticks. Guess I'll use "the option to disable aerodynamic failure" in the cheats menu.- 14,073 replies
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You Will Not Go To Space Today - Post your fails here!
DaniWesNL replied to Mastodon's topic in KSP1 Discussion
Accidentally put the separation boosters so they fired the fuel tanks towards the main rocket. Lucky enough they were part of the first stage and not somewhere near a distant planet -
Made a spacestation, put in a crew of 5. Decided I wanted to attach a massive 8 times 3000 liters fuel tank depot on it. That itself took 4 days of designing and failing to finally attach it. Had to use close to 40 thrusters and massive graphical glitching because of it to finally get it docked onto the original spacestation. Then I decided it would be nice to swap the original crew of 5 for 3 newbies and have them stay in space for a week to get some XP. Launched a rocket with two 3 men pods, get into orbit, get close to the spacestation ... The kraken decided all the fuel tanks wanted to dance. One by one they exploded and I quickly decoupled that bit and used RCS on the people hub to fly it away. I wasn't very happy at that point and decided to cancel the entire spacestation. Since I only had 3 few spots on the nearby rocket, I chose to abandon 2 people in the spacestation, before using the RCS to send it into the atmosphere. TLDR: I forcefully killed 2 Kerbals because the Kraken wrecked my spacestation and I dediced to abandon it right there.
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What do you do in the time your heavily modded KSP needs to load?
DaniWesNL replied to Kolago's topic in KSP1 Discussion
Because of Active Texture Management and an SSD I hardly need to wait