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Lonely trucker dreaming of space...
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EVE Volumetric is the only one supported. You have to back Blackrack on Patreon to gain access to it right now, as it hasn't been released to the general population yet. I think it is like $3/mo to support his awesome work, and I think it's well worth it. KSS2 will work fine with the EVE on CKAN, but the bodies in KSS2 won't have EVE effects unless you get Volumetric. As for the installation, do this: Create a new empty folder. Next unzip each of the downloads to that folder, without changing any of structure. Once all of them have been unzipped, you should have two or three folders in there: KSS2, 000_NiakoUtils, and SCIP (assuming you got this, too). Just copy those three folders directly into the GameData folder in KSP and that should be it. [EDIT: You can delete that temporary folder once you've copied them into KSP.] Now, I do have the same problem mentioned earlier where some stars strobe and flash extremely rapidly on the screen. Honestly, I think it's kinda cool looking, like the star is a pulsar or something, so I haven't tried to troubleshoot that. Someone else please correct me if I've steered MrNeon wrong here.
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[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
kananesgi replied to JadeOfMaar's topic in KSP1 Mod Releases
Is there supposed to be an adapter or something to go from the "K" profile to the "KH" profile? The one with the hump is interesting, but I see no parts to close it and match with the other fuselage profiles, so it seems rather useless. Also, is this compatible with FAR? I don't see anything saying it isn't, but then I see a lot of posts about deleting empty FAR folders to fix problems. I'm having an issue where every vehicle I've tried designing using these parts flips around tail first above about 200m/s. Doesn't seem to matter what I do in the design. -
Ah. ok, that makes sense. I did notice that the Nova Kirbani system didn't have the same problem. Didn't know why.
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Ok, I was mistaken when it looked like the systems moved when I changed the Distance Factor setting. Setting that from 1 to 2.5 indeed has no effect that I can see. I did not try testing it at 0.5 or 10 as it takes close to 15 minutes to load KSP and I've already spent over 2 hours troubleshooting different settings. The 2.5x rescale also does seem to be forced in effect, as changing that also does not seem to have an effect. I did modify the MM patch as suggested and that seems to have fixed the moon orbits now. Curious, why would that be considered a "temp hack solution" as it seems, based on how the rest of the rescale patch works, that this would have been the original intended fix. I must admit, though, that MM patches are a mystery to me. I've tried to figure them out many times with little luck. They just don't make a lot of sense to me.
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I'm thinking this isn't right. I just installed KSS2 over an existing installation that includes JNSQ. I adjusted the settings file to rescale for 2.5x and left the dimensions distance factor setting at 1x. When I loaded the game, I found this at Aethera, Iores. What we see here is Pythan orbiting inside of Iores. I closed it and adjusted the dimensions distance factor setting to 2.5x and it seems to have pushed the systems out farther, but I don't think it actually altered the systems themselves. This screenshot was take in the second attempt after changing the dimensions distance factor setting. Any ideas?
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[1.12] B9 Procedural Wings Fork, Modified
kananesgi replied to linuxgurugamer's topic in KSP1 Mod Releases
Related to TheHelicopterKid's question, what elements of the wing's geometry and position affect the amount of lift it generates (using FAR)? I have a similar problem in that anything I design that uses these wings seems to require insane speed to generate lift. The speed is reduced significantly if I add some incidence (angle the leading edge up a couple of degrees), but it still seems underwhelming on lift unless I make a massively oversized wing. Central question is, does the thickness of the wing and the width and profile of the leading and trailing edges affect the amount of lift the wing generates? It seems like it should, as a deeper loft to the airfoil (thicker wing) would generally increase lift in reality (to a point, at least), but my testing, while a bit inconclusive, seems to indicate thickness does not matter, and leading & trailing edge profiles/geometry might only matter by changing the overall chord length of the wing. I tried with a test airframe adjusting the wing thickness from 0.100 to 0.900 and it seems to takeoff at about the same speed in both configurations. Can anyone who knows how the code works help me here? -
I am a little confused. Has KSS2 been released (after merger with GU)? I'm not seeing how to download it if it has. Also, why is every image showing an imgur placeholder image saying the image is no longer available? Even the image just posted a few days ago (on Jan 6th) is not showing up. Also curious, since I see KSS2 will include a 2.5x rescale support, does that mean it should work with JNSQ? Been away from KSP for a long, long time and was looking forward to playing around with GU again.
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From what I remember with IR, actuators start acting real strange if you scale them. At any rate, TweakScale is blocked (likely for good reason) on the stock and Angel-125 actuators (I think).
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Is there a mod around that adds very small sized actuators? I'm thinking of something small enough to put folding antennae and such on a micro-cubesat like the SSR Micro-Sat mod. All of the stock actuators and those that Angel-125 created are all at least as big as the entire satellite or bigger. [KSP 1.8.1]
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I noticed this issue the other day, too. I tried flipping them around as suggested, but it didn't help. Noticed that they deploy fine from the PAW button, but screwed up when using an AG to deploy them. I then noticed that the fins have several deploy, extend, or toggle actions when setting up the AG. I was using one called "Deploy Fin" or something like that. I switched it to the one labeled simply "Toggle" and it fixed the problem. Since they are now working for me, I haven't bothered to try to sort out what caused this to begin with.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
kananesgi replied to stupid_chris's topic in KSP1 Mod Releases
Yep, found it last night. I'd looked it it a long time ago, didn't realize the inline had double and combo options (I'd only looked at the mk16 chute before). Cool that the presets actually adjust the size of the part, gonna start using this a lot more in the future. -
Is there any way to manually enter drag data in Trajectories? I make extensive use of the Inline Balutes mod for reentry, which unfortunately makes trajectories almost useless because my craft has a massive increase in drag over what it expects, so my impact is dozens, even hundreds sometimes, of km shorter than indicated. The mod is still useful some in helping me generally plot my reentry burn to come down in the vicinity of the KSC, but there isn't really any "precision" to it to speak of. I haven't a clue how to calculate the drag of the inflated balute, but I figure that, if it's possible to manually enter data, I can just do trial and error to get something close to correct.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
kananesgi replied to stupid_chris's topic in KSP1 Mod Releases
Combo preset? Don't know about that. I haven't explored the RC options real deep yet, though. Only thing I've seen "combo" in was the big combo cone, which is too big for my applications usually. When I get off work in a few hours I'll see if I can figure it out. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
kananesgi replied to stupid_chris's topic in KSP1 Mod Releases
I think this is an issue I keep doing. Almost every time I set the chutes up, it gives the warning that they are at max and not enough, but I know they are. This would be because I'm setting them up as a last step usually and it's calculating the mass of the entire launch vehicle instead of just the reentry vehicle. I always set deployment to altitude and pre-employment to about 5000, with full deployment at the default 700. I've found these settings typically guarantee that the craft is slow enough for the chutes and cuts down on the dead time waiting for the capsule to float down while still giving a decent margin of error above the ground. How do you set up a drogue and main in the inline chute part? I've wanted to do this, but the big cone is the only part I've found that lets me setup more than one chute. I've done it with that part, but it doesn't fit well on most of my craft, and often seems to screw up somewhere and looses the drogue chute (programmed for drogue and main, but then had two mains in flight). I'm still on ksp 1.8, so maybe that has something to do with it.