ironhawx
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Everything posted by ironhawx
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
ironhawx replied to JPLRepo's topic in KSP1 Mod Releases
love your mod, do you think you can make an mk2 (the wierd shaped space plane part) variant to store say two kerbals??? -
i'll try firing up the mid main engine as you suggest
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Awesome to see this mod alive again!!!! Awesome mod absolutely love it. However im having one small issue, the shuttle seems super squirly seems to want to go all over the place. I remember this thing flying smooth in the past versions. Even in orbit w/ efl removed and using only oms engines, the shuttle doesn't want to fly straigh but wants to continue to pitch around and flip. Is this normal behavior?
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m1-2 iva replacement is really good, so is the iva for near future cockpit, also b9s iva are really well done as well, but yes alcor was the one to really step up the ivas and made possible for a cpl of them.
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OK so just downloaded the 6.4UR and well i have no clouds, city lights were working but there were 0 clouds unzipped it, and copied both folders (EVE and SVE) into gamedata folder. Not sure how i possibly screwed this up unless its an issue w/ 1.1.2 Edit: Remembered seeing something about kopernicus, which i had insalled for extra solar system, uninstalled and now let there be clouds, so problem semi fixed, hopefully modder (which btw thank you for all you hard work really is appreciated) can possibly figure out what causes conflict and solve it.
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'MK1-2 Pod' IVA Replacement by ASET[v0.3]
ironhawx replied to alexustas's topic in KSP1 Mod Development
ya its working now don't ask me what happened, idk if mods got installed out of order or what, but i removed b9 set, launched game and navball was back, put b9 back in and navball still there, so go figure. -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
ironhawx replied to fast_de_la_speed's topic in KSP1 Mod Releases
OK so ran into problem today and idk what exactly is causing it. The attitude screen is missing the digital ball, everything else seems to work fine, and even the attitude screen has all its read outs nav icons, numbers showing speeds, alt pitch roll, etc just the navball itself is missing, checked other pods and the mk1-2 iva replacement is having same issue, but stock cockpits the like mk2 space plane works fine, so it doesn't "seem" to be rpm. Anyone else had trouble or any idea on where to trouble shoot? -
'MK1-2 Pod' IVA Replacement by ASET[v0.3]
ironhawx replied to alexustas's topic in KSP1 Mod Development
OK so ran into problem today and idk what exactly is causing it. The attitude screen is missing the digital ball, everything else seems to work fine, and even the attitude screen has all its read outs nav icons, numbers showing speeds, alt pitch roll, etc just the navball itself is missing, checked other pods and the mk1 iva replacement is having same issue, but stock cockpits the like mk2 space plane works fine, so it doesn't "seem" to be rpm. Anyone else had trouble or any idea on where to trouble shoot? -
Avalon and Helldiver, can't wait for the mod, I've used in prior installs and it is by far one of my favorite mods used in KSP, right up there w/ the Alcor Pod. Looking forward to its release, and just wanted to say thank you to you guys for all you do for the community.
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While I can say your work and the work of those who have done the other capsules is amazing maybe you can form a group or something to compile them into one nice d/l, I really wish squad would temp hire you guys who have done this along w/ the guy who does rpm, b/c the game is fun but the ivas are just down right horrible and lack any functionality, with yours and others work i can play astrokerbal and do full iva missions and get a real sense of immersion vs always viewing from 3rd person.
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quick for modder did EL have 64bit lock? mod never seemed to work using the 64bit workaround in 1.05, hoping now that 64bit is official and stabe it will be supported as i enjoyed the mod back in the day before i kept finding more and more mods to load and needed to the memory cap to be removed from the game
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So if ppl simply say thank you and take your time does it mean it would speed it up Sry the smart ass in me couldn't resist, but seriously love the mod and wanted to share my appreciation to you and the other modders for what you all do. Its because of your mod and a few others that i'm able to enjoy doing full iva missions and really missing that ability right now, one never realizes how much you enjoy or use something till its gone. So can't wait for the update but by all means take your time cheers mate
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Early Career Mode Missions
ironhawx replied to FITorion's topic in KSP1 Suggestions & Development Discussion
Awesome to hear I must've missed those dev notes (try to read them weekly), as a veteran of the game I have an idea of whats what, but thinking as someone new to the game could see getting a contract to explore duna and only have a few nodes unlock extremely frustrating as they would look at the contracts as guiding elements on what they should be doing. -
Early Career Mode Missions
ironhawx replied to FITorion's topic in KSP1 Suggestions & Development Discussion
I agree with OP the contracts seem completely random vs at least in the beginning identifying what tech you've unlocked and guiding you through progression to new challenges, I shouldn't get a contract to explore duna before ever having received a contract to explore mun and minmus. I know programming isn't easy, but i feel the design of the contract system is so random vs being something that is intelligent and progressively offers more difficult/advanced contracts based on the tech you have unlocked. -
the point of lack of reading was for the gentleman posting about the lines in the terrain, not so much the eve conflict, should've made that more clear. The eve issue was new to see, but if one does a bit of troubleshooting to determine what causes issue is more helpful than posting this happens w/ eve, by identifying its only an issue with the introduction of eve the modder can have a better understand of how to replicate the issue and potentially fix the conflict/problem if its on their end and if not can reach out and let the authors of even know if its strictly on eve's end.
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ok sweet so author of the pod will be updating it, so glad to hear, this and the mk1-2 pod iva update are my two of my favorites for when im in the mood for an all iva mission.
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How do I mine the mineral? when scanned kerbin and mun there was none, and even in sandbox i can't fill the holding tanks for it, so have yet to be able to use this mod and so want to play with it.
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Is 5mb up enough for a local host for me and a cpl friends ot play on? Also can I host and play at the same time? Thirdly if I shut down the server does it save or a way to save its state until relaunch of server? Lastly do we need some virtual lan service like kamuchi or something in order to connect?
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[0.90] Kerbin Shuttle Orbiter System v4.13
ironhawx replied to helldiver's topic in KSP1 Mod Releases
If author of mod give me the ok sure, i'll msg helldiver and see if he says its ok, I don't want to redistribute someone else's work w/o permission. Edited: I've msg'd helldiver awaiting response if if he gives me the go ahead I'll post link here. Be advised this was a rough pass, it works but is a bit finicky you have to be on the ball or it will still burn up. -
[0.90] Kerbin Shuttle Orbiter System v4.13
ironhawx replied to helldiver's topic in KSP1 Mod Releases
Ty Sir, its all thanks to all the modders out there and their hard work that I was able to capture it. Mod still needs some work as re-entry heat effects don't show up when in iva view, the ofd (the globe thing) doesn't work in iva just black screen. So its got some tweaking needing to be added/updated which is beyond my skill, but for now I've got it working for the most part and can't be happier. Thinking I will probably look into messing w/ cfgs further to allow for the switch of tanks to hold hydrogen and such to possibly be able to make long distance/explorer shuttles with addon engine mods and extra planetary launchpad(think thats the mod name) as obviously they wouldn't make it to orbit. @MeCripp thats orginal code for the cfg, I changed it along w/ most all the other cfgs that are shuttle related to maxtemp 2900// = 3400 and seems to work I don't know what the other modifiers do so left them alone. It all works but you can't really vear off a 5 or -5 aoa for to long before the parts start to heat up quickly and blow, so one has to really thread the needle when de-orbting and shooting for the ksc. (once you get through re-entry shes free to fly). -
[0.90] Kerbin Shuttle Orbiter System v4.13
ironhawx replied to helldiver's topic in KSP1 Mod Releases
Whelp with some tweaking of cfgs, managed to get the KSOS working in 1.04, its a bit tough as you have to keep it with in a certain a.o.a. during rentry or she'll burn up quick, but she works and I don't mind the challenge of having to thread the needle. Check out pics from latest mission using the KSOS http://imgur.com/a/2p9aa#0 -
[0.90] Kerbin Shuttle Orbiter System v4.13
ironhawx replied to helldiver's topic in KSP1 Mod Releases
Ok so i'm not a modder but I understand a little bit of the cfg code (enough to break things probably lol), and was looking at the cfg for one of the wings: mass = 0.47 thermalMassModifier = 5 // the dang things are light, so 3200 kJ/tonne-K heatConductivity = 0.05 // half default emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 4500 // = 3400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf i see max temp and such, would playing with these numbers enable one to find the sweet spot so the kso shuttles could survive re-entry? I don't know exactly what each modifier does nor where to find out, but I'm more than willing if I could get a little guidance on where to start I'd love to help update cfgs to get kso working w/ 1.4 as, aside from the heat issues, everything else seems to work fine. I love this mod its awesome, as its the shuttle system but kerbalized, i was use the css shuttle but its to lifelike so doesn't "fit" the game quite right. -
[0.90] Kerbin Shuttle Orbiter System v4.13
ironhawx replied to helldiver's topic in KSP1 Mod Releases
Ok thanks, ya noticed its only the orange tank w/ both the eswl fuselage and the cargo bay fuselage, the gray one would attach fine onto the eswl fuselage but not the cargobay fuselage, but again wasn't huge issue as long as I just loaded the stock craft. Thanks for the info for the workaround in the meantime.