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Posts posted by *MajorTom*
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On 08.10.2016 at 6:05 PM, Ker_nale said:
I did not have chance to test it thoroughly but I would like it to be finished once KSP 1.2 is officially released :).
now 1.2 released. Can we use 1.2pre of this mod with KSP 1.2 ?
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4 hours ago, colfighter said:
I've made up a scoring system:
+35 points for flying around the world
hmm... all electro-craft can fly around the world....
and what about badges for this challenge?
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stock electro-plane ?
my little drone:
and manned version - max altitude on screen :
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trying to build "Silbervogel" in RSS / RO
Cant build 3 km railway until 1.2 (+mod update....wheels...)
But this bird jump out atmosphere 3 time! And (for modders) we need are better heatshilds-cones (like in nuklear warheads!) !
launch (without railway busters)
reentry
and 1-st "leap" in hi-altitude again
ps sorry for my poor english
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my drone. stock.
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some ideas for new probes mission:
1. land probe /Eve/Laythe/(and back to Kerbin) without parachute (so peoples can build unmanned spaceplane)
2. dock 1 unmanned probe to 2nd ship (any with dockport) and/maybe/or XXXXX go to newSOI/land/splashdown at planetoid XXXXX
3. transport XXXX units of fuel/monoprop to station (launch and dock unmanned cargo-tanker to spec. spacestation status ship, aka real life)
4. send unmanned rover to planets (unmanned, has wheels, status landed atXXX planetoid, move to 4 waypoints in 5km)
5. dive unmanned submarine in Eve/Laythe (splashed down unmanned) and move it at 3 random waypoints in 2 km radius 100 m near (below sea level) also unmanned
6. send only ion-propelld probe to planetoid XXXX and land /splashdown/smash-to-ground (no LF/OX/SRB)
7. send only SRB engines probe to planetoid XXXX and smash/land/return back to kerbin (aka mission impossible for many players )
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issue with latest "scatterer beta" in 1.1.3 (prev.page link)
KSP atlantis
issue after some vessel switch, time warp, days and nights, map to vessels
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i have many ssto-s, but in this weekend i build this cargo-vessel monster becouse don't have any science for hi-isp atmo.engines except "panthers"
but...8 panthers can take 16 tonn payload to orbit and land ssto back (of course).
To save fuel i shut down any rocket engines in hi altitude (50+km) except poodle
SSTO named Progressor-Heavy-mk1
ps: sorry for my poor english
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On 08.09.2016 at 8:40 PM, Alexology said:
OK that's it. I'm stumped.... on the first mission..... Now bear in mind I am still very new and have not yet managed to land on the Mun when I run this by you.
Mission one: build a glider
The problem is this: Not have any engines after launch.
Any and all help appreciated.
just decouple glider and all be ok
i'll do it this way:
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for Inigma:
can you add tech check for shuttle mission? i dont have any RITEGs to load and launch, and this mission in my "accepted missions" (1 place....)
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2 hours ago, linuxgurugamer said:
While I don't understand why it was happening, (shouldn't have happened), I suppose a bad RPM install might cause issues. So I've added a simple check to avoid the errors and uploaded a new release.
NRE in 0.8.1and it totally not workSorry it work great with latest RPM 0.27.1
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i try to download it.. but archive file is corrupted . it's only my problem?
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Great work, comrade! It' awesome!
We need more modular stock base on Minmus! Like our military forces build now across Arctiс region.
ps: I think you need big nuсlear reactor from RITEG block here. IMHO Solar panels not in our style, comrade...
pss: and,,, dont'y think big gun is the best way to launch rockets from Minmus to orbit? You train can transport standart capsules and crew from base to launchsite.
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4 hours ago, Ker_nale said:
I am glad that you liked it :).
you mod is real great!
ps^ now i can manage my 300+ SPH fleet
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NRE
not add tags/load crafts
https://yadi.sk/d/g0PzZnYhtZVe7 output logs file for "clean ksp" - only this mod
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RSS/RO/RHeat/RFuels/FAR suborbital spaceplane (only russian engines)
RS-16 "Stratim"
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my lo-tech ssto
1. I just dont know why this SSTO need for - maybe crew report in different coordinates
2. sat-launcher
3. Mun (Minmus) rover -launcher
2 and 3 craft save you can find here http://kerbalspace.ru/sandbox/saves/other/5040-letaem-na-panterah.html
take-off at 2/3 engine power
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No I do not want it only for myself.
It's free idea for all modders (not create just another rocket engine of many tonns of them)!
And very sad about forgotten scramjet's in kerbal universe....
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I Do not find ANY real-like scramjet engines in RSS
What planes in real life use scramjet engines: Russian "Kholod" (1-st scramjet) (kholod mean "freez" in russian language), USA X-43A and X-51A Waverider, Russian "Igla" (or "Kholod-2") (igla mean "needle" in russian language)
What is scramjet?
https://en.wikipedia.org/wiki/Scramjet
How "Kholod" looks like?
https://en.wikipedia.org/wiki/Kholod
and X-51 ?
https://en.wikipedia.org/wiki/Boeing_X-51
and Igla?
http://bastion-opk.ru/gll-ap/ (sorry only russian text, do not find any in english... as short only what known - its scramjet-craft prototype that launched from IL-76MD aero-carrier)
ops... (almost forgot about this) i also know about real-existing BrahMos-2, and 3m22 zircon
https://en.wikipedia.org/wiki/BrahMos-II
Not many info for all crafts to build because all classified
Why this mod needed - to build most advanced and complicated real-like supersonic spaceplane in RSS (its scramjet engine can start only at Mach 4.6 ) it is not a non existing in real word "r.a.p.i.e.r." or "sabre" engine . It's real... but too bad not in RSS....
Mod must contain :
1) some scramjets what can be addet to standart Mk1, Mk2, Mk3 size parts
2) hi temperature firings or cooling firings an intakes
So, please help and create scramjet mod for RSS
ps and please sorry for my poor english
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any news about mod progress? we're curious
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someone trying use it in 1.1.3? Is this mod compatible with new "1.1.3 time warp " ??
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10 hours ago, munseeker said:
Does anybody else have trouble with their solar panels not generating electricity? It seems it started when I installed the @danfarnsy 1.1.3 re-compile of TAC LS today. The solar panels say "direct sunlight" but generate 0 electricity.
do you inslall latest Kopernicus? or old one? https://github.com/Kopernicus/Kopernicus/releases look at changes in 1.1.1. ( Hotfix for SolarPanels, which were broken by incorrect API changes )
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On 01.07.2016 at 6:59 AM, munseeker said:
My greenhouse has been created specifically for TAC LS - it can not be converted to stock since it would have no functionality without the TAC LS resource management.
d's it work with community TAC-LS 1.1.3 fix .dll ?
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3 minutes ago, Nakedchef said:
I have recompiled the .dll locally and it works perfectly fine. I would upload the fixed dll if someone could tell if I am allowed to(preferebly @danfarnsy).
Man! We need this update ! please upload file!!!!!!!!!!!!!!!!!!!!!!
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maybe NathanKell can help community (like in last time with 1.1.2 update) ? or someone else? please please please.......................!!!!!!!
ps: i can't continue my 1.1.2 campaign game, all ships stock parts+ have TAC-LS parts and do not work in 1.1.3.......... so playing sandbox for me is not so interesting.... many peoples have same problem...
[1.12.x] Vessel Viewer Continued
in KSP1 Mod Releases
Posted
any news about version for 1.2?