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StickyScissors

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Everything posted by StickyScissors

  1. Falcon 9 v1.0: https://www.dropbox.com/s/hlzg8xpzojtza4d/Falcon 9 V1.craft?dl=0 Falcon Heavy v1.0: https://www.dropbox.com/s/gs32lmcv3vuakjb/Falcon Heavy V1.craft?dl=0 F9 gets 10 tons to LKO, as does it's real life counterpart, and FH gets 40 tons to LKO, lower than the quoted 50 tons but i couldn't get it any higher without altering the entire heavy variant, it's got crossfeed just to get 40. Not sure how SpaceX planned on 50 tons with the original falcon heavy O_o I hope those links work, Dropbox has been weird with my files recently.
  2. There are SSRSS and i think regular RSS configs that exist that i tried and they didn't work either. Try your luck: http://forum.kerbalspaceprogram.com/index.php?/topic/138572-wip-112-114-stock-size-real-solar-system/ look for " You can also download Selfish_Meme's Kerbal Konstructs config here:" in that thread
  3. @Jimbodiah Ive got Falcon 9 and Falcon Heavy V1.0 built and tested if you'd be interested in including them here.
  4. Awww, man, i always worried this day might come D: Now i REALLY hope wheels get fixed, i need mah SSTU. I don't want to have to go back to managing hundreds of part mods when SSTU is an all-in-one solution to the headache of remembering what is/isn't updated, and what parts come from what mod. Edit: and your posts of successful wheels doesn't show up until AFTER i post my reply, thanks a lot, you slow-ass forums :/ Yayy, it works!
  5. The shuttle parts have been temporarily removed wile Shadowmage tries to fix them. 1.1 completely broke some of what he had done, so he's holding off on trying to fix it for now.
  6. A question, if i may. Are there any current or future plans for modular solar panels, if that's even possible? For example, choosing how many panels on a fold-out-able solar panel part? Or the size of the panels like height and width?
  7. Remove everything and start fresh. Edit: Tried different mod versions, game versions, completely different PCs, started with a vanilla game, tried a modded game...nothing, it just. wont. work. Edit: Still generating the same crap load of exceptions that i posted earlier anytime i click a button, change a parameter, or even attempt to click "plot it" >:I
  8. Yeah, it appears my TWP is borked somehow. The thing is, i have tried reinstalling this multiple times but it just wont give me the correct outputs. No other mods either :/ Just put in the same parameters as the in-game image image shows you had and im still getting incorrect values I'll keep trying, but from the looks of things, it's not gonna fix itself
  9. So i've still made no progress on this, it still doesn't want to give me the right numbers for transfers. Even if i force parameters on it (120day min and max transfer time) instead of giving it a range of travel days, it still gives inaccurate transfer details and times. 1.0.5 version works flawless in 1.0.5 so it's not my messing up that has broken it, and even on a fresh game, fresh save, fresh download and even on a different PC it doesn't wanna do it's thing. And upon looking through an output log or two, TWP is throwing out a couple exceptions and NRE's in the process of figuring out transfers...
  10. Hmm, maybe because ive got it installed on a different HDD and i missed some permissions stuff, i'll do some more testing and report back. Edit: Hard drive theory not correct :I Edit 2: Moved to main drive, grabbed fresh 1.1.2, installed...and the config still not generating :/ Edit 3 : reinstalled again and got it to work. Yay. Edit 4: Ok, so i could no longer reproduce the bug, and started crashing some other mods together to get it to break again. and i did. EDIT 5: sometimes it breaks and sometimes not, im not sure what to do now. Dropbox not cooperating so i cant send log file.
  11. ah, ok, makes sense. They look like they would make perfect SuperDracos. If your doing radial engines eventually, i vote SuperDraco or something similar In the mean time, i'm gonna try to figure out how to engineer a propulsive capsule landing system with thuds and still have it look good
  12. In the "Ship Core: General" album in the main post, im seeing "high-thrust radial engines"...but they are not in game. Did i miss a removal of them, or have they not even been added?
  13. i do need 9 though for a falcon replica D: 9 M1D engines got me a TWR of 1.47 on the pad.
  14. I know what it does and how to operate it, i've used this to plan/perform maneuvers before so i know the numbers it is spitting out are wrong. The one im trying to do, a 120D transfer to eve was more DV than the 25d day transfer TWP is giving me.
  15. So, i just installed this on a fresh game...and it's telling me that a 25 day transfer to Eve is only 1300m/s of DV. Now, i'm no rocket scientist, but i have performed a transfer that was 100 days slower before, and it was much more 1300m/s of DV to get there. Has something changed in stock, or did i break something somehow??
  16. Sorry if this has been asked about and solved before, but i can't be bothered to search through all 30 pages of this thread. Issue: Installed KK, try to open the editor/menu thing, and all i get is random warnings in the ALT+F2 menu saying a config is missing. EDIT: Can't find "KK.cfg" anywhere in the .zip either, is it suppose to auto-generate?
  17. This mod is absolutely amazing! Too bad my GPU can't handle it though, even with lowest res textures and graphics all the way down, i get 30FPS with a 20 part rocket :I
  18. After a few hours of testing...i can't figure it out. TWR ends up at about 1.10, resulting in a hoverslam that burns through all of the ~400m/s that i have in a reserve tank. Adding more fuel lowers the TWR that still burns through it all before slamming into the dirt. Taking away some fuel increases TWR to 1.14, but lowers DV, still slamming me into the dirt. How have you managed it? Smaller launcher?
  19. Ahhg, i can't hold out for 1.1.3 and mods to update, i have to build! A very rough Falcon 9 v1.0: And with only SSTU installed and no KJR...
  20. Awesome! And with any luck, my already operational Falcon-9-alike launcher series, Moskva, will only need minimal modification.
  21. Has anybody had the chance to test a Falcon 9-like, single engine landing with the merlins? Seeing as how the thrust, weight etc. are intentionally fudged with this mod to bring them more in line with stock, i'd be a bit disappointed if i can't land my stages anymore, or would have to completely redesign launchers to do so. I'd investigate myself, but downloading 1.1.2 and this mod through my slow internet is like watching a snail crawl uphill through thick tar :/
  22. After a few hours of on and off work in MS Paint and GIMP, i have created my first patch, and it's for the Geryon Minmus Program. Individual mission patches planned and will be shared here if i remember, and if i actually use anything from the templates bin Yes, it strongly resembles the Apollo program patch. These are a lot more fun to make than i originally had thought! Edit: Also, OP, how did you get the planets in this pack to look like they do? Trying to get the same effect/look with some of my ships that i want to put on other patches, but i can't figure it out at all. Edit2: Figured it out, disregard
  23. I will definitely try to update it once i can get my hands on the full 1.1 release. My internet is shoddy and im a bit afraid that as soon as i download it, another big patch is gonna come out to fix bugs, so i've been holding off until now.
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