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Svm420

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Everything posted by Svm420

  1. I've discovered an awesome little trick for early career. Invest all upgrades point in VAB never SPH in early career. Why you ask? Well you can just launch the plane from the low level launch pad as its level with the terrain, or even more ingeniously you can launch then immediately recover active vessel into the SPH and then launch from the runway*. *Not sure if you can recover to a different building than the one the craft was built and "launched/rolled out" from as I just flew from the launchpad kerbal style!
  2. Thanks for the help I am excited then if you can fix it in the next update. I tried kerb quake and, it does work with realchutes so, I retract my previous statement. This will be ultimate IVA till atmosphere sound overhaul gets updated. Thanks again!
  3. I want to reccomend this ncie little add on LightsOut. FInally you can test your lighting in the dark! I know I have dreamed of this since my first accidental darkside of the mun landing. It even now supports your, if you use it, texture replacer skybox making it even more beautiful and immersive. A must have for me being lightweight with no conflicts.
  4. Click this, download it and find and replace the one in your GameData folder. Search for the file name if you don't know where it is.
  5. Here is the in depth log for linux. This was done on my test install with minimal mods so I am positive is is not any interaction. with a mod. For the test all I did was launch a plane and leave it on the runway.
  6. Really looking forward to an official 1.7 update. The debug logging is a little heavy on the dev version with no way I know of to turn it off or down @ Sigma88 Does this mean you'll be updating your mod antenna mod with adjusted weights?
  7. Hey really like the mod add a nice little enhancement to the game. I believe with the recent update of FAR this mod need to be recompiled? I am no modder or coder all I know is I have errors in my log mentioning FAR and that kerbal wind is no longer working since I updated FAR. Though I figure you may be waiting for 1.0 at this point. If it isn't too much trouble I would like to request an update just so I can use the mod with the latest version of FAR. Thanks for you hard work much appreciated!
  8. Latest version tried again today still be spammed in logs. I'm on linux x64 if at all relevant.
  9. For some reason I am having issues with MM getting stuck after running :final. It gets stuck on the trimodal NTR. I will post all relevant logs after I upload them. I am running linux x64 with everything updated. Just wanted to post to see if anyone else has had an issue. Configs for Roverdudes Sounding Rockets @PART[SR_Rocket03]:FOR[RealFuels_StockEngines] //{ @mass = 0.25 @cost = 107 %entryCost = 535 @maxTemp = 1800 @MODULE[ModuleEngine*] { @maxThrust = 125 @heatProduction = 321 @atmosphereCurve { @key,0 = 0 220 @key,1 = 1 200 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 1 origTechLevel = 1 engineType = S origMass = 0.25 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 125 heatProduction = 321 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = 0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 150 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } @PART[SR_Rocket02]:FOR[RealFuels_StockEngines] // { @mass = 0.063 @cost = 83 %entryCost = 415 @maxTemp = 1800 @MODULE[ModuleEngine*] { @maxThrust = 35 @heatProduction = 334 @atmosphereCurve { @key,0 = 0 220 @key,1 = 1 200 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} %PROPELLANT { %name = SolidFuel %ratio = 100.000000 %DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 1 origTechLevel = 1 engineType = S origMass = 0.063 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 35 heatProduction = 334 PROPELLANT { name = SolidFuel ratio = 100.000000 DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = 0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 30 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } @PART[SR_Rocket01]:FOR[RealFuels_StockEngines] // { @mass = 0.033 @cost = 79 %entryCost = 395 @maxTemp = 1800 @MODULE[ModuleEngine*] { @maxThrust = 20 @heatProduction = 336 @atmosphereCurve { @key,0 = 0 220 @key,1 = 1 200 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} %PROPELLANT { %name = SolidFuel %ratio = 100.000000 %DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 1 origTechLevel = 1 engineType = S origMass = 0.033 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 20 heatProduction = 336 %PROPELLANT { %name = SolidFuel %ratio = 100.000000 %DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = 0 } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 16 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } } @PART[SR_Adapter]:FOR[RealFuels_StockEngines] // { @mass = 0.001 @cost = 81 %entryCost = 405 @maxTemp = 1800 @MODULE[ModuleEngine*] { @maxThrust = 125 @heatProduction = 374 @atmosphereCurve { @key,0 = 0 220 @key,1 = 1 200 } !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} !PROPELLANT[MonoPropellant] {} %PROPELLANT { %name = SolidFuel %ratio = 100.000000 %DrawGauge = True } } MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 0 origTechLevel = 0 engineType = S origMass = 0.001 configuration = SolidFuel modded = false CONFIG { name = SolidFuel maxThrust = 125 heatProduction = 374 PROPELLANT { name = SolidFuel ratio = 100 DrawGauge = True } IspSL = 1.0000 IspV = 1.0000 throttle = } } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} !RESOURCE[SolidFuel] {} !RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks basemass = -1 volume = 1 type = Solid // dedicated = false TANK { name = SolidFuel amount = full maxAmount = 100.000000% } } }
  10. Whoa interesting what purpose or use would this have? Uncontrolled stabilization? Also would like to ask just for the window to have an x or close button on it. Sometimes I activate it with a larger RW that gets discarded and can't always find my small RW to click to toggle the window quickly. I can deal with only opening it with the Rclick just would like a close button on the window.
  11. Would you be able to add a setting or reduce/stop the logging done by the mod? My log is spammed with mass is and g pulled. Leading to a massive slowed down in my game. Love the mod, but can't use it with all the logging. Has this been reduced in the newest version?
  12. yeah for those crazy enough not to use realchutes, but seriously really enjoy the mod.
  13. @Lord Aurelius KIS is working as intended. As far as I can tell at least. You can always double check github. I love KIS so much I didn't think I'd like it more than KAS but I do. Als really like the changes looking forward to full KSPI Ext integration. Just download and am about to install it in my on going career. Hopefully something will be done for the procedural parts issue impossible to go back to a million different tanks now.
  14. also not sure if I posted this here or not, but here it is again or for the first time either way. Float curves for engines!
  15. Would love to see more stock alike engines for the jets nuke, scram, ram, monoprop OME, aerospike, and a nuclear thermal ramjet all would be awesome. Here's a link to a ramjet I found not sure how accurate or how well it works. The idea just seems to be no thrust below mach 1. I would really love you for playing K2 double solar system size. Orbit for me is MAch 10 so SSTO can be a little harder. Awesome work love the mod!
  16. Would you mind posting the changes you made to the config. I would love to just use firespitter instead of some older dll. Got it thanks Mecripp
  17. What did you have to do to get the two planes locked? I would love to add this to the OPM/OPM+ K2 pack. Was is formulated or did you jsut tweak till it worked? Thanks for the RT fix.
  18. Why does it take no time to build rockets? Why am I done with all science and waiting for a window to eeloo in a month? Why have year long+ contract deadlines? None of that make sense to me in career. I can't say the same with the other modes, but in career it make the contracts have real meaning I watch what I accept based on how much simulations of the mission are going to cost then how long its going to take me to get the actual mission ready along with what other missions I am running. I could not see career without KCT. I personally would use it in the other modes just because I run TAC with no QS QL and the idea of fumbling a mission and having to build a rescue or have built a rescue is very appealing as a challenge to me. I love RPGs so I can add that a bit more with this mod, along with all the other mods I use. I think everyone has their own idea of KSP is and should be, that the best part about it, and any mod outside a person's scope will seem silly. I <3 KCT
  19. Awesome thank you for the super rapids turn around. Love the mod so much!
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