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Everything posted by Jimbodiah
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Kourou is still a few degrees off a true equatorial ascent, but it is the closest site to the equator (like 100-150m/s dV ?) unless you make your own.- 2,401 replies
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Mage, is it possible to make the center part of the large hab tori the same as the H (with two tunnels and two support beams)?
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Also posted this in Nertea's thread... Having fun making new ships with the station parts and Nertea's Far Future engines.
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[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Having fun with this mod together with Mage's new station parts. Both mods WIP but already awesome. -
[WIP] Nert's Dev Thread - Current: various updates
Jimbodiah replied to Nertea's topic in KSP1 Mod Development
Looks freaking amazing!!!! Love it!!! NF Propulsion on steroids. -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Mechjeb lands just fine, as long as you don't use the land anywhere option for some reason, then it will not do the last burn in time. And manual landings aren't that hard on low-g moons/planets, so have mechjeb plot the landing course and take over manually near the end if you don't trust it.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Yes ofcourse, they are parts mods. I run 5-6 of Nertea's mods as well as USI mods, together with a bunch of other parts. See my signature.- 2,401 replies
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Rescale the J2 as a placeholder, it looks pretty similar. I'm also still looking for a Hydrolox gobetween for the J2 and RS25 suited for lifting.
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Not sure, but I don't think you even need chutes for SR. If it has a probe core and enough fuel, it will recover it as if it did a landing burn. Elso just use tweakscale and add stock chutes. Looks fugly, but you don't recover so muhc money anyway (75% of first stage usually, but I find stock contracts reward so much that it is not necessary to recover anything) .
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As soon™ as the mod is stable and Mage gives the word I will build the 1.x versions of the crafts I made in the repository. I've made several Delta IV and Saturn V build since 1.0.5 but every few updates I have to rebuild them, so I didn't see much use in placing them in the repository.
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Stock engines "suck" once you have SSTU. The only stock engines I still use are the radial thumper thingies, for everything else I use SSTU or Kerbal Atomics (and NF Prop if I'm in the sci-f mood). Once you have SSTU there is no need for any stock engines or fuel tanks, plus they look much more realistic. Just my opinion as I like the look of realistic parts better than the playmobil style of stock parts.
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There is a new version to this mod for 1.1.2, but several parts were indeed broken. These craft files will only work for 1.0.5 with that particular release of SSTU. When SSTU is stable in 1.1.2 again, I will make a new repository for 1.x crafts. Right now things are still changing in the mod and making extensive craft files right now might mean they will be break again in the next SSTU release. Also KSP 1.1.3 is coming out soon, so who knows what that will bring.
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Tomato keyboard and everything- 2,401 replies
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Sounds like War Gaming that have just closed an almost 900 page thread on how broken their MM is. Seems a lot of companies these days only care about getting as much revenue as quickly as possible, and not about the quality of their product. I really don't need wheels in KSP, I almost never build rovers or planes, and stock KSP has decent landing legs for what I am doing. My main parts concern are lifters, landers, stations and satellites.