Jump to content

Theysen

Members
  • Posts

    501
  • Joined

  • Last visited

Everything posted by Theysen

  1. MechJeb has Current Biome readout. It's just not set by default in any window.
  2. FASA works ok in 1.1.2 as long as you don't use the baby sergeant x11 decoupler and the LEM landing fairing - I think there are collider issues and it blows up once decoupled because the game thinks there are two parts clipped. You can use SSTU for Apollo / Orion / Soyuz capsules, too. As long as you fit them on these awesome launchers from RSB
  3. Excellent mod and +9999 for RP-0 implementation, makes playing a ESA based campaign a lot better Keep it coming One thing I came across is that as soon as you decouple the Vega booster stages, the engine nozzles turn blue. - Any idea what's causing this?
  4. Also note that Scott's playthrough was on a 1.0.5 install and version, in the meantime the modders weren't inactive and added many parts to the techtree making parts appear in the beginning node. This is all intentional and is meant to offer options for your career.
  5. There is a prerelease version in the forum thread for bettertimewarp, I had it installed lately and it doesn't cause problems. Check the latest pages of the thread. I don't remember the page.
  6. If it was gold foil then you could think about it ! if you're talking about goldish looking Copernicus tanks it's most likely MLI foil, Kepton is in it so it gets the goldish look
  7. thats super cool seeing how much stuff keeps left behind
  8. If you mean the main menu screen by saying "starting up ksp" - don't worry, open your save and it should be all working inside the flight scene / tracking station.
  9. Steam is always open for me as there are many mates who are up for CS:GO or so, I don't play KSP via Steam though. I got the .exe location in quick access so I can easily switch between installs.
  10. Didn't say thank you in a long time for this mod. You don't stop to amaze us. On a side note/question: back in 1.0.5 we had the option to choose the number of side panels of the SM fairings. Did this become deprecated?
  11. @Shadowmage would there be any way to shutdown single engines inside of a cluster? Currently building Saturn's with SSTU in RO and I wondered if I overlooked something or if this is just not possible. Thanks in advance
  12. Click near the apoapsis and drag until the orbit becomes roughly circular. This gives you a good estimation of burn time. Start your burn according to the given maneuver node value and watch your vertical speed. Once it reaches 0 you start falling back to Kerbin. Pitch up to counter to this movement and "ride the apoapsis" until the camera flickers. Doing so you don't change your desired apoapsis as you maintain ~ 0 m/s vertical speed at the highest point of the trajectory. As you might play with KER or MechJeb for telemetry output you can burn until your periapsis will be at the same altitude as the apoapsis. You're guaranteed to be in a near circular orbit. All you have to do is to keep your vertical speed at around 0 once you reached apoaopsis. Beware though, this is quite the fine handling in stock system size. You can also throttle down towards the end of the burn so you get much more fine control over things.
  13. For my RSS configs I downloaded the "configtool" from the original post where you enter those values, then export them and drop them into the according planet folder inside scatterer. Worked 100% everytime - but I don't know it it's still the way to go. As I didn't find anything else I do think so. The atmo colors are then saved into these files. Once you loaded them inside the game for the first time the new "xxx.half" files are created for faster loading and the original ones can be deleted.
  14. Open Alt+O (Alt-"Zero") for EVE GUI and go to CloudsManager, then look for "Altitude" in the Earth-Clouds-Main tab. Change it to 3500 or so instead of 2000. Then hit apply and save. I can get some screens if you need later
  15. Test - 'insert random part name here' - on the launchpad / landed on Kerbin .. ALT-F12 - Contracts -> Complete won't do the grind on those!
  16. As far as I see it SMURFF is for stock parts only and lets you make exactly what you're asking for. Unless by "stock rockets" you mean the prebuilt craft in the VAB
  17. Does your wheel module mean the Shuttle-like parts are coming back once the wheels work again? Really looking forward to this! Really hope your module fixes the issues, sounds promising!
  18. I run it fine on a i7-4500U and a GT750M laptop .. no worries until now. Though I really have no clue what is consideres as mid-range.
  19. Correct me if I'm wrong - NathanKell's fix for the newest EVE release got merged into the Linux branch - so if you download the Linux64 branch get the latest EVE, it's now compatible!
  20. Not knowing the numbers out of my head but upper stages are usually having a TWR < 1 so once it reaches its apogee it has to pitch up for a certain amount (This effect becomes lower when you're close to orbital speed). During this phase it uses some of its propellant to counter act the falling and the rest goes into orbital energy. You can actually see this behaviour on most modern LV's with low thrust upper stages where the first stage boosts it up to a higher apoapsis which means more time for the upper stage to circularize.
  21. Relict from new VSR revamp where he made custom tank butts appearing when attaching on the upper most node.
  22. In the stock Game and the stock tree I basically rush having the first SAS capable probe + solar panels and throw little science probes at everything at every launch window. The science cumulates even with a few experiments only and this playstyle satisfies my slightly realistic attempt even in stock as far as progression is concerned.
  23. There is a current mod configuration right there. it's ~ 346mb. It's in the readme under the folders.
×
×
  • Create New...