ManuxKerb
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Everything posted by ManuxKerb
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Also i just realized, it would be very good (for me at least) if i could see my Monopropellant units on the Hud. Cause i run out of it very qickly and need to manually balance it. -
Hi I just want to report, that i can see my engines exhaust in the navball it like it is 40 % transparent but only for engine exhaust and the 5m rcs wheel. Its not a big issue just a cosmetical one :-)
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Yeah i also had problems with the stock farings: Someitimes the payload would bend out of it in 45 to 90 degree anges and wobble around.....
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Hi Just a small bug.When i start KSP and launch a rocket for the first time, my customized KER stuff (deltav-total) is not showing only the normal HUD1 stuff. After revert to VAB and a second launch it shows. Also all folwing launches it shows correctly. Just not the first one..... Thanks for a great mod! -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
ManuxKerb replied to FreeThinker's topic in KSP1 Mod Releases
Hi I think Fuel switch causes this bug in teakscale: http://forum.kerbalspaceprogram.com/threads/112693-1-0-2-TweakScale-v2-1%28May-2%29-recompile-new-Stock-part/page17- 1,187 replies
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- fuel switching
- mesh switching
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Hi I get the same as pellinor0 After revert to VAB fuel vanishes out of the tanks! I have also installed the CryoEngines and InterstellarFuelSwitch (also needed by other mods) Root is a rescalled fuel tank. But it also happend before where the root part was not scaled and not a fuel tank. Please fix! Thanks a lot!
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Hi I mean when you select the part the node is there, then you want to attacht it to the other part, so it gets greenish, then instead of getting attached, the node on the RW disapears. Hope this helps
- 720 replies
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- mrs
- modular rocket systems
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Hi I want to report, that the Reaction Wheel modules get not attachted in the VAB instead the node vanishes and you need to remove the part to see a new one. There are other parts effectd as well but cant remeber. Thanks
- 720 replies
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- mrs
- modular rocket systems
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Hi I just got the newest version 16.6 and when i try to add something (total delta -v) to hud1 it will not get added to it on the launchpad. - - - Updated - - - Click on settings in the VAB :-) Then on Partless -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Hi Ok i did some more testing, here is what i found, when i start building a new craft, it starts with more delta v as it actually has (i guess). After some reverting to VAB and changening parts delta v drops but then remains stable/ behaves correctly so you just should not get fooled by the first delta v calculations. Here is the craft file, However, this is after the delta-v drop. Don't know if this is relevant. http://s000.tinyupload.com/index.php?file_id=09696282641703523541 -
Rotating Rocket, Cause ?
ManuxKerb replied to ManuxKerb's topic in KSP1 Gameplay Questions and Tutorials
Wow i never tried that before! It really worked :-) -
Hi My Rocket rotates/spins counterclockwise from the start at the launchpad. What could cause this ? You can see the rotation in the pictures. https://imgur.com/a/REm8c#0 Playing 1.02 Thanks for the advice :-)
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Nope not that much, he part i attached was a battery -> 0,005 Mass This does not cost 1000 delta-v also when i return from lauchpad there are magicy delta v gone. While im here another question: How do i calculate the delta-v in Orbit. KER does not provide Orbit as a "Planet" ? Thanks -
There is Kerbal Engeneer but it is somewhat broken at the moment. Also Mechjeb but its also broken for me at least....
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
ManuxKerb replied to cybutek's topic in KSP1 Mod Releases
Hey I just found out that the delta-V amount does change randomly sometimes, if i attach or remove some parts (no tanks). I just "lost" 1000 m/s. (tank is still attached....) Please fix this building without it is nearly not possible in carreer! Thanks Are there any alternatives ? -
Cutoff level means: Ore concentration below that level will not be visible. For example: 30 % Cutoff means that you only see deposits who have 30 or more percent of concentration. Have fun
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Yes there is ore on mun. See Here: https://imgur.com/a/REm8c#0
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Hi Can somene make a mod that lets you put in numbers into the sliders in the VAB/SPH that for example show the thrust limter or elctricity and so on. When you have part heavy ships its very slow and not accurate to use the slider to limit the thrust of boosters..... It will also help to get mutliple boosters to the same number so they burn out simulatniously. Use scenarios: - Thurst Slider - Ejection force Slider - All parachute sliders - ALL Sliders. ... Thanks for considering!
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I think there is no ore on Kerbin so it will get you no results..... (If you use stock) Try Mun instead (im in the process of launching a priobe with scanner there for HE3 mining (a mod)) A question in my head is: What is the right altitude for the mun ?
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
ManuxKerb replied to blizzy78's topic in KSP1 Mod Releases
Hi i also noticed, that it messes with the delta v needed for a maneuver. When i set it up (30m/sec) Warp to it (220m/s)????? Thanks for a recompile :-) -
[1.1.x] Space Shuttle Engines (2016-07-03)
ManuxKerb replied to sarbian's topic in KSP1 Mod Releases
Hi This engines overheat much to qucikly in orbit! (if tweakscaled ?) Especially the Micro shuttle engines! Any seeing this too ?