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Phineas Freak
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Everything posted by Phineas Freak
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They are either Hydrazine/Nitrogen tanks for the ACS or Helium tanks for propellant pressurization. All fuels require some type of pressurization and an example of this is the DCSS: it is a cryogenic upper stage but pressurization is provided by the Helium tanks located in the truss between the LH2 and the LOX tanks.
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[1.2-1.7] Blender (2.83+) .mu import/export addon
Phineas Freak replied to taniwha's topic in KSP1 Tools and Applications
@Ghosty141after you download the zip open Blender and navigate to User Preferences/Addons. Select "Install from file" and navigate to the directory that you saved the package. Install it and then search for "Mu model format" in the plugin list. Enable it and restart Blender. -
@Dermeisterballoon tanks are what their name indicates, balloons. It is not possible to keep RCS fuels inside them because the tank would exceed the pressure limits and explode (RCS tanks are pressurized to about 3000 - 4000 psi). ServiceModule tanks can withstand these pressures and also provide the required inert pressurization gases.
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[1.6.1] NodeHelper - tool used to edit node positions
Phineas Freak replied to Felbourn's topic in KSP1 Mod Releases
It might be broken because the text editor control is functioning like a read - only field. I can select the contents but not modify it. -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
What was the problem? I am asking because RSS is not a hard requirement of RO and the opposite would indicate that something is bugged. -
@Aureliusyou are missing some bits: @PART[probeStackSmall]:HAS[!MODULE[MechJebCore]] { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } } } @PART[advSasModule]:HAS[!MODULE[MechJebCore]] { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } } }
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[1.6.1] NodeHelper - tool used to edit node positions
Phineas Freak replied to Felbourn's topic in KSP1 Mod Releases
@FelbournOh. I asked for the button because when i tried to enter a numeric value directly it did not accept it and i assumed that it is used only for displaying purposes now. -
[1.6.1] NodeHelper - tool used to edit node positions
Phineas Freak replied to Felbourn's topic in KSP1 Mod Releases
@Felbourni noticed that there is not a finer step value than 0.01 units yet frequently some parts require for the nodes to be aligned within 0.001 units. Would be possible to add another button for the "0.001" stepping? -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Dermeisternot officially, no. Your best bet for now (until RVE is updated) is to download the Linux version of RVE from the GitHub repository and the newest version of EVE and recreate the cloud configurations. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Nolys_also it seems like that you have two Module Manager DLLs. Most probably this isn't the cause of your problem but you should have only one installed. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Dermeisterif they play with RO/RP-0 then they use the 1.0.5 version of KSP and RVE is compatible with it. Else, they have made the EVE configs by themselves. -
@Temeterthere was a problem on how Procedural Parts handled the drag cubes (when the part size was changed) that caused multiple render calls for the same part. The bigger the part, the bigger the lag! Exact source by NathanKell
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Answering a question that @curiousepic asked to the RSS thread: Since Kopernicus Expansion has not been updated (at the time of this post) for Kopernicus 1.0.3 and KSP 1.1.2 you need to disable the "Comet" mods from any body that uses it: Ceres 67P Halley Remove any references to the Pluto system from the "000-RSSPatches.cfg" file (lines 201 to 589). Correct the biome texture name of Dactyl from "MetisBiomes" to "Metisbiome". I might have missed something so ping me back for any questions or problems.
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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
@SpaceEnthusiastdo you deviate a lot from the prograde vector? Usually rockets break when the AoA is higher than a specific limit (unique for each design). Also thrust: you might have a high TWR early in the flight while inside the denser parts of the atmosphere.- 14,073 replies
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@Jas0nit is a stock feature since KSP 1.0.5. Read a couple of pages back for more information.
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[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Irenicusthe previous version of RO works for KSP 1.1 (you will see a warning message but since RO is mostly MM configs you will be OK). Also, i saw your post over to the RVE thread. Your problem there is not that you need to rename Kerbin into Earth but because RVE, highly experimental even with KSP 1.0.5, needs to be updated. For the skybox, RVE has a very nice one: Link -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Phineas Freak replied to Whitecat106's topic in KSP1 Mod Releases
@Whitecat106congratulations for the new release! Testing it now. Just a tiny request for the next version: if you hide the GUI via Alt+F2 the manager window remains visible. It would be nice if it could be hidden. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Kepler68with a little bit of work it is possible to get RSS Planets & Moons expanded working for RSS 11.1. It includes a lot of asteroids, minor planets, moonlets and of course Sedna! @KillAshleynow i feel stupid for not noticing the two Atmosphere nodes...i should be more careful . -
@skbernardyes and specifically: "NEEDS[!RealismOverhaul]"
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@skbernardno, ROMini refuses to work if RO is installed: https://github.com/KSP-RO/RealismOverhaul/blob/master/ROMini.cfg#L2.You just need to get the config file and drop it inside the GameData folder.
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It used the Aerojet Rocketdyne MR-107J ACS thrusters (4 in total): https://www.rocket.com/files/aerojet/documents/Capabilities/PDFs/Propulsion System Data Sheets.pdf As to why there was not an Atlas IV: that's because the Atlas V is using the tools and the launch pads that were used for the Titan IV. The name of course is "Atlas" but the hardware and the code numbering is more "Titan".
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"SoonTM" Do you also use Procedural Parts? There is a known problem where if a craft includes a lot of them it will take an exceptionally long time for it to load.