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Phineas Freak
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Everything posted by Phineas Freak
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Phineas Freak replied to stupid_chris's topic in KSP1 Mod Releases
@Murdabenne a modder that has created a mod is not required to include compatibility for another mod. If a modder wishes to include such functionality then OK, if not then it is up to user (like you did with the example) to create and submit said patches. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Aleksey Pschenichnikov please read first the guidelines for submitting support information: -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phineas Freak replied to Ven's topic in KSP1 Mod Development
Having an offset CoM is essential for reentering with RSS but RO manages this with it's own CoM module and not directly via the part config. The most weird thing is that VSR itself never sets a CoM in the first place... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Phineas Freak replied to ferram4's topic in KSP1 Mod Releases
@ferram4 yep, that's completely understandable and we are dealing with a really old mod that has not been updated. @WildLynx if you still get the error then i would strongly suggest to remove the part so that it won't be included by any future craft and use a Module Manager patch to add it to the command/probe modules.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Phineas Freak replied to ferram4's topic in KSP1 Mod Releases
The Protractor module by itself is fine but the actual part has a MeshCollider that is not supported by Unity 5 (and in turn by KSP) anymore. This is causing a ton of log spam, both by KSP and FAR (since FAR uses the colliders for voxelization and it fails to do so).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Phineas Freak replied to ferram4's topic in KSP1 Mod Releases
In that case, could you test the vehicle that includes it with and without the Protactor part? The problem should be there even if you just get it out to the launch pad/runway/- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Phineas Freak replied to ferram4's topic in KSP1 Mod Releases
@WildLynx do you have a Protractor part included in your ship(s)?- 14,073 replies
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[1.2] Procedural Fairings 3.20 (November 8)
Phineas Freak replied to e-dog's topic in KSP1 Mod Releases
@LordOfMinecraft99 since you said that only the fairing sides are present and you cannot change the color (texture?) of them then you have probably installed Procedural Fairings For Everything, an addon for Procedural Fairings. -
[WIP][1.3] PersistentThrust v1.0.9
Phineas Freak replied to mrsolarsail's topic in KSP1 Mod Development
This actually is about an order of magnitude higher than the (currently) best non - experimental ion thruster, the NEXT used on the Dawn spacecraft. The KSP ion engine is modeled after that engine (even the name gives it out), it's just that the thrust has been increased by a factor of ~8000. -
[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Phineas Freak replied to danfarnsy's topic in KSP1 Mod Releases
@MarlboroMan yes, the "LifeSupport.cfg" is the only file that RO modifies (replaces) to set the required resource consumption rates.- 200 replies
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The "scale" and "rescaleFactor" parameters require a single float value and are not comma - separated: scale = 1.0 rescaleFactor = 1.0 You probably meant the MODEL{} node scale method: MODEL { model = Path/To/Model/File scale = 1.0, 1.0, 1.0 } that can be used to scale each axis (X, Y, Z) independently.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Phineas Freak replied to nothke's topic in KSP1 Mod Releases
@Ciaran the attachment nodes that are currently broken. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Phineas Freak replied to nothke's topic in KSP1 Mod Releases
@Ciaran if you mean the nodes then yes, with the following Module Manager patches: @PART[SerCom1m] { @node_stack_top = 0.0, 0.187, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.187, 0.0, 0.0, -1.0, 0.0, 1 } @PART[SerCom2] { @node_stack_top = 0.0, 0.187, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.187, 0.0, 0.0, -1.0, 0.0, 2 } -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Phineas Freak replied to Ven's topic in KSP1 Mod Development
What version of RO and VSR have you installed? RO 11.3.0 requires VSR 1.9.5 since some engine models have been changed. -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@NathanKell frack, i wrote pressure instead of pump...but now that you mentioned it, the AJ10 is another excellent example! Shame on me that i forgot that legendary engine. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Phineas Freak replied to pingopete's topic in KSP1 Mod Development
@Ramh5 these are harmless and they do not impact the operation of RVE. -
[1.1.2] Real Solar System Expanded (0.14.0)
Phineas Freak replied to ImkSushi's topic in KSP1 Mod Releases
@ClLaw i do not think that @Sir_Fanch was referring to you personally but to our previous conversation. Our posts were used as a way to indicate that @Friedrich Nietzsche's question has recently been answered. -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
Phineas Freak replied to sarbian's topic in KSP1 Mod Releases
@Geschosskopf Kopernicus now has a hard dependency on MFI. Also, Distant Object throws a ton of exceptions (seems like it is not loading correctly). -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@Carraux no problem, i also thought that i missed something! These discussions are the best way to learn new things. @gemini4 i also found some research papers but nothing solid. Probably that is the reason why nobody has written an alternate fuel cell config. You could try and create one though. @Nightside it is not the ignition count per se. Usually it is limited by the ignitor used (some are self - consuming meaning that you can carry/have only so much), the construction of the engine (materials and cooling limiting the overall burn time) and the propellant pressurization. On that end, TestFlight can be a much better balance point than just specifying an arbitary ignition count. The XLR-81 engine used on the Agena upper stage is a nice example of a pressure - fed pump - fed hypergolic engine that started with a single ignition and reached the capability of "infinite" restarts due to the advancements of Rocket ScienceTM. -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
This would actually be a nice idea but the change must be implemented via RF since it provides the launch clamp fuel pumping capability. Source for that? AFAIK Saturn V only used propellants from GSE to start the gas generator for the turbopump. Is it possible to push the required amount of propellants via the GSE? -
[1.1.3] NicheParts v1.4.2 - Real Engine Pack
Phineas Freak replied to MockingBird's topic in KSP1 Mod Releases
Love the engines and especially the Aerojet MR series! Almost no part mods provide orbital insertion engines or RCS thrusters tailored for upper stages but these are perfect. Are you planning to do more engines? Cooperating with @Zarbizaure might help you both on that front. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Phineas Freak replied to tomek.piotrowski's topic in KSP1 Mod Releases
@Kram45 RT has changed the way that it saves it's data (separate for each save) so you have to load your save, open the RT UI and reload all the available ground station configs.