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Kalidor

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Everything posted by Kalidor

  1. Hi guys, Is there a knack to flying Daleth with the stock physics engine? Every launch I make - usually at about 30km - she keeps flipping out. Does this happen to anybody else or am I just a bad pilot?
  2. What if we got you and Ven drunk? Could it be a drunken one-night stand child so we get it sooner...?
  3. OMG! I've only been off KSP for two months and everything has changed. Cobalt, Ven...you guys have been very busy Just been updating KSP mods to 1.05, and I'm happy to say BDB is the only parts pack I have needed to download. What a fantastic job you guys have done. Quick question, I may have missed it but is there an Agena Target Vehicle'esq docking port available? Ven did a great screenshot of the ATV but I can't find the port anywhere...am I being dumb? Good to be back Kal
  4. With 1.05 out and most of the mods I use on the fritz I think its time to take a well earned Fallout 4 sabbatical for a few months until everything is updated. Before I go, I fired up KSP to test the Redstone tank... which is perfectly balanced for my needs. Not that I would expect anything less from BDB. Cheers and see you after the 1.05 upheaval
  5. This all sounds brilliant to me. I say stick with the Gemini like pod...I used HGR too but don't want to have two part packs when BDB has everything I want.
  6. Hmm, I thought you had to have ScanSat mod and perform an orbital scan to get the map working in the Nav screen on the MFD? At least I have to do that.
  7. Seconded...for probe I would say Pioneer. It would be nice to have an early probe instead of stayputnik
  8. Awesome I haven't been this excited since I found OMSK. Looking forward to re-enacting Project Mercury tonight
  9. What you said... On the subject of smaller rockets like Able...small fairings have a nasty habit of exploding for no reason when I try and use them...
  10. Yes I read the announcement...I'm an avid follower of this mod. I didn't know he meant 1.875 parts Looking forward to this release nonetheless.
  11. Erm... Retro Pack for deorbiting the Mk1 pod? I usually make one using an empty Oscar B Tank and Three Snub'O'Trons from Ven's stock revamp but it would be nice to have one from the start. Or a simple launch clamp? Heck, I just can't wait to fly it...there are only so many Redstones a man can launch
  12. I'm running Deadly Re-entry...if I drop the boosters in the lower atmosphere the decoupler spins and takes the sustainer engine with it. The parts have a nasty habit of overheating and exploding at high speeds too...you can't go full throttle with a light payload or Mk1 pod attached or BOOM!!
  13. MechJeb REALLY doesn't like orbiting the new Atlas parts...Jeb has exploded five times and the sustainer has been ripped off by the decoupler half a dozen times You have to manually fly this kit into orbit and drop the boosters in upper atmosphere to make it safely. I LOVE IT!!!
  14. My recipe for the day. Take 1 Mk1 Command pod with optional LES. Add 1 x Muo 2585 Fuel Tank with Rockomax Adapter Add 1 X Atlas Sustainer Engine Add 2 x Atlas Booster Engine Add 2 x B-109D Radial Engines RESULT = 100km stable orbit with fuel to spare. My friend, your dev engines are balanced PERFECTLY...at least for my style of play. Good Job
  15. Love this mod... I've been waiting for something like this for a long time Simple request...when you have finished doing what you set out to do. Would you consider making Mk1 pod variant using analogue displays similar to the real Mercury pod? http://www.ninfinger.org/models/pix/mercfig6.gif Poor quality picture but you get the idea. Perhaps I am odd but prefer playing with the low tech Mk1 capsule and lander and this would be awesome. Can't wait to see what is coming next
  16. No joy, but at least you know where to look now. Haven't had much luck attaching the Centre Centaur engine either...the only way I can get it to work is to attach the left/right engine first OR attach an engine to the fairing node first which lets me attach it with no issues
  17. I think its linked to the 'DMagic Orbital Science Mod'...the full mod and not the plugin bundled with your mod. I removed it and everything started working again. Having Zero knowledge of how the Sci Defs work...is it possible that the Sci Def file in your plugin are conflicting with the Sci Def file in DMagic as they have the same filename? What would happen if you renamed yours to BD_Sci Def's or some other variant? Edit 1: Scratch that suggestion...didn't work:(
  18. No luck with the Sci Def's...sorry. I'll go through each line of the code and check it...but it will have to be glaringly obvious for me to spot it.
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