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Rocketeer
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Recon777 replied to tajampi's topic in KSP1 Mod Releases
Awesome, thanks. That seems to have worked. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Recon777 replied to tajampi's topic in KSP1 Mod Releases
I'm actually not familiar with how to do this. -
HotRockets! Particle FX Replacement + Tutorial
Recon777 replied to Nazari1382's topic in KSP1 Mod Development
Does this actually work with 1.2? It's listed as only compatible up to 0.25 in CKAN. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Recon777 replied to tajampi's topic in KSP1 Mod Releases
Is there any way to trick CKAN into allowing it? -
Just tried this out. It's beautiful. But brutal on the framerate. I get 8-10FPS at times just when launching a command pod and Flea booster. Oddly, pressing M to view all of Kerbin in its glory, I get 60FPS. Not sure if I'll be able to use this mod as bigger rocket launches would be unplayable.
- 3,403 replies
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- renaissance compilation
- visual enhancements
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Recon777 replied to stupid_chris's topic in KSP1 Mod Releases
I figure I should mention a tiny issue with this mod when it comes to a brand new game and the simplest rocket. It seems that the mod changes the stock Mk16 chute to be slightly less effective. Enough that when you build a rocket with only the Flea SRB, that the engine will blow up when you touch down due to exceeding its impact tolerance. Landing speed is about 7.1 or so with the Mk16 chute when RealChute is installed. But it's about 6.7 in vanilla. It's just enough that you always get an explosion and lose the engine. This is no big deal apart from the fact that it can be confusing for new players since their first rocket will partially explode upon landing even with a stock chute. Naturally if you use the other chute, it's fine and slows down quite a bit. But some of the early missions want the stock chute to be used. Oh speaking of missions, I had this one where it wanted me to test the RealChute in the water after splashdown. I thought this was rather odd since deploying it in the air above the water didn't count. I had to be IN the water before deploying. But... you kind of have to deploy before landing, right? Not sure how to complete that mission unless I use radial parachutes in addition to touch down first. Kind of a weird mission which may be best to remove. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
Recon777 replied to RealGecko's topic in KSP1 Mod Releases
Aha! Got it. Many thanks. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
Recon777 replied to RealGecko's topic in KSP1 Mod Releases
Uh oh... -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
Recon777 replied to RealGecko's topic in KSP1 Mod Releases
I've installed this mod via CKAN, but I'm not sure what to do to get it to work. As a test in a brand new career, I put the capsule on the launch pad with a goo canister and did the research. In the end, I got the science for just that one experiment, and [x] Science says that this is ALL which has been completed. All the other KSC biomes are incomplete. Is there something special I have to do to activate the mod? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Recon777 replied to Yemo's topic in KSP1 Mod Releases
Thanks, I'll try some of those things. I wasn't trying a manned mission, of course. You can't do that at the start of the career with SETI anyway. But the probe I was trying to build could not steer. It had no control (I did put the antenna on) and so the rocket just spun out of control right away. I'm not sure what the solution is, as there are no reaction wheels. The AVC messages may be harmless, but they are annoying. Three extra clicks for a game that is already way, way too click-happy to start and to exit.- 2,515 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Recon777 replied to ferram4's topic in KSP1 Mod Releases
I'm actually trying out SETI. Hoping to, anyway. Haven't figured out how to begin with it though. No reaction wheels in the initial tech. Can't control anything. I guess I'll get as far as I can figure out and then ask. At the moment, I'm trying to figure out why I'm getting crashes every time I exit the VAB. Trying to figure out what mod is the culprit. Setting up KSP is often harder than playing it!- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Recon777 replied to Yemo's topic in KSP1 Mod Releases
Hmm. Okay. I'll give it a shot. Looking at it now, wondering where to begin. I'm used to the stock campaign. Here, I'm not even sure how well the contract progression will provide things like funding and science. Kind of going in blind. Unfortunately, it doesn't seem anyone's made a Youtube Let's Play with SETI yet either. Also... For some reason, I'm getting AVC compatibility errors with the current versions of SETI. I have to click these three buttons every time the game loads. Did I install it incorrectly?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Recon777 replied to Yemo's topic in KSP1 Mod Releases
Hey all. New to SETI, so I'm trying it out. Quick question: I use RemoteTech, and I noticed the settings mod for SETI says this... "changing the KSC range to cover the whole kerbol system " I may be misunderstanding what this means, but if the KSC covers the entire system, then what is the point of RemoteTech at all? If you can communicate with all probes and ships, everywhere, then you don't have to build a communications network.- 2,515 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Recon777 replied to ferram4's topic in KSP1 Mod Releases
It's okay - I was just curious because usually "Something exploded" means "I did something wrong" and was wondering if I was supposed to be doing something differently if I use FAR. I'm not asking you to do anything.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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