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hraban

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Everything posted by hraban

  1. Here the RoadMap to split off Contares in some small mods. download xls file from my DropBox: Contares RoadMap
  2. Rename the Folder of the plugin to 'PersistentRotation' only and it works. The Plugin has an error by absolute path.
  3. well, as expected @VenomousRequiem
  4. If i wanted (and i wont not!) both engines were built in about 2 hours. Accordingly, no real challenge. Make something useful and make the UV mapping and texturing, it puts the work! When that's done you can open your own mod.
  5. I do not know if you can. For me you need you do not bother. See previous post. The lighter way is probably to use one of at least 10 existing variants from other mods.
  6. Sorry, i forgot to write: Use the last prerelease of KSP with your pre 1.1 Version. Is the use different to the 1.0.5 Version?
  7. @VenomousRequiem The "H1" and "J2" equivalent of my kerbalized Launcher in detail: RK-1-H1 RK-0-J2
  8. Now I could really laugh. Hardly resembles something even remotely a "W. von Braun" complicity bloom wildest flowers. No: I do not build Saturn, neither 1, 1B because never V. Had Apollo a beard he would orbiting Kerbin, so also Nooooo. "It is possible cold coffee brew repeatedly, but at some point it's just still old and tasteless instant powder!" People, have fun!
  9. nope! There is a Kerbalized K-1B. Need this part to bring up the Parts of my fictional USK Station. If interest on the model is ...
  10. Reinstall the latest Contares mod from Spacedock. If you play with KSP 1.1 get Kerbal-Joints-Reinforcement. Remember, the complete Contares mod is not optimized for KSP 1.1. "It was something along the way..."
  11. There may be a problem of builtin decoupler. Recreate the error in my game installation will get only a gently wiggle and shake.
  12. @blacsky33 I do not understand why you need the NFT plugin. On the picture you can see: 1. Part with 4 directions of solarpanels in Unity (z-axis beam to the potential lightsource) 2. Settings in .cfg file. 3. Ingame (KSP 1.1) menu you can see the flow of energy of 2 of 4 solarpanels The only negative is that the part is always under "Status: direct sunlight"
  13. Hello Markus, you know, persistant body reference was not stored. Every change a ship, satellite or other object, the persistant body reference is 'none'. Also by reload savegames.
  14. The mun alien egg is not my cup of tea ... aaaand ... my esteemed CuddleWolpertinger ... take the time and remove blank lines please.
  15. Thanks for the swing The complete mod is far from 100% compatibility for KSP 1.1. So far I have only "Contares REX freeflyer" and "Contares antennas" released for KSP 1.1. REX survive also reentry's with low AOA ~5° but thats will be HOT and the initial orbit must below 80km. Used mods in Contares: - "Smokescreen/RelaPlume" effects will now work with KSP 1.1 - Newest update of "DMagic Since Animate" grant the function of Spy-Cams. - Tweakscale is missing functions - TAC life support is completly missing - Hullcam VDS need more work What "Luna-style probe" sinking into the sea? Please give me the ingame name of the part/pod.
  16. Well, the KSP 1.1 version will not work in all cases. 1. Procedural Fairing diameter has not the correct slider. It's only possible to extend the diameter. Missing size-arrows in menu. 2. Parts there not attached to the mainpart can't be tweaked. 3. Parts like the Multi Node Adapter can be tweaked only in diameter. The Nodes missing the size-slider. Sorry, wrong thread
  17. Thank you DMAgic, now the Spy-Satellite-Parts of the mod. Contares works again
  18. The problem with parachutes which not trigger by automatic staging is known. The behavior is similar to a random and affect all parachutes. Reloading the game prior fixes the problem for a while. It is best to always install two parachutes and can both be addressed via manual trigger.
  19. Hi Beale, now the Docking Port work with the Hatch on the top node of my KhiNa pod under prerelease of KSP 1.1. According to your suggestion I have an animation added which pushes and shrinks the Collider aside. In the menu, the switch can be seen.
  20. Hi Beale, unfortunately the hatch on the top of the KhiNa Pod will not work in prerelease of KSP 1.1. the Docking port blocks the hatch. Only in 1.0.5 that will work well. So i hope the code of KSP 1.1 release will be corrected. I will make a ticket.
  21. Hello Beale, on my KhiNa Pod i use the upper docking node as hatch well with a radial parachute. Dockingports do not block the hatch, so it's practicable.
  22. always released and your Viking 2 has the wrong nozzle.
  23. Hi Beale, nice ALV but the ALV decoupler is missing. The old model and the new texture will not fit. ALV is always to powerfull, to lift 21 tonns in LKO only the first 2 stages was needed.
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