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Everything posted by Jimbodiah
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Is there a topic about RealPlumes? I want to tone down those huge smoke screens but can't find the settings.
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First attempt to make some RealPlumes. Can't get the engines with the black extensions to work yet, but the other base engines look cool already http://dasher.nl/kerbal/SSTU_RealPlume.rar (requires RealPlumes and SmokeScreen) Still some work to do though This mod also changes the sounds to more realistic ones instead of the standard pink noise.
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Too much is changing at present, I think it would be a headache for mage at this point along with his current work. Maybe you could make the RF cfg and offer as a separate second party add-on?
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Thank you, KasperVld!!!! Now I am no longer afraid to use the search function
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And thanks for fixing it :))))
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[1.7.2] KK Launchers - Delta, Atlas Pack
Jimbodiah replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Euhm, the link to the DLL does not work. Is there anywhere else I can download? -
[1.7.2] KK Launchers - Delta, Atlas Pack
Jimbodiah replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Looking forward to it, Potato! -
Fuel switch with Community Resources would be cool though. Also a possibility to have the antennas (like the new HGA on the Apollo capsule) support RemoteTech?
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[1.7.2] KK Launchers - Delta, Atlas Pack
Jimbodiah replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thanks guys!!!! Those rockets look awesome by the way! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Jimbodiah replied to Kartoffelkuchen's topic in KSP1 Mod Releases
All the SpaceX rockets keep flipping over at some point. I need to add Verniers to keep the first stage stable, but the second stage always just tumbles out of control upon separation. None of my other rockets have this problem (same payloads). I also notice the fairings don't protect my RemoteTech antennas, as if there is nothing there, might also explain the tumbling rockets. Any suggestions? -
Most of what I send up has a pretty tall fairing, so I stick a 5K omni in there. But you have a point... without the 5K antenna the rockets turns into a flying paper-weight a few km from the launchpad. Already forgot an antenna a few times and was like "wth" when the engine cut out.
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@Stone Blue Thanks!!!!! @Fizbanger And adding the .cs I think? Did three surveys and they both completed.
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Got it up and running now. Thanks for the tip! I just noticed the antennas don't send science anymore, tried to do a survey with the M700 but it does not transmit the data (cq does not complete the scan). Found the last upload here... fixed.
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2000km on Kerbin, 250km on Minmus and 500km on Mun. I have them combined with Interstellar microwave repeaters as a power grid. It's sandbox, so no problem changing anything. Trying to figure out how it all works. So I just need to aim one on each to Kerbin, not to the other body (ie from Mun to Minmus). I'll try your setup for Kerbin as the omni-directional will not reach the next satellite I think.
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Yelp... So I have a comms relay setup on Kerbin, Mun and Minmus of 5 satelites each. Each satelite with three 50K 45° dishes and a single omnidirectional 5K antenna. Where do I point the three dishes, as I am losing contact with Kerbin when KSC is not in line of sight? Mun satelites: 1 dish pointing to Kerbin (not KSC), 1 pointed to Minmus, 1 unasigned Minmus satelites: 1 pointing to Kerbin (not KSC), 1 to Mun, 1 unasigned Kerbin: 1`pointing to KSC, 1 to Mun, 1 to Minmus
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@lynwoodm that is one cool looking mod. Now I have three cool apollo rockets . I like the LEM pedal fairing and detailing on all the parts. very cpu unfriendly though.
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Whenever you search for something, you also get the entire contents of the message, which can be freaking long... Is there any way you guys can change this to just show the first 5 lines? The search is basically useless right now and freaking annoying.
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Keep the engines separate, I tend to use other propulsion than LF/Ox engines for orbiters, and you already have a huge range of engines to choose from
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Sounds good! I tend to use 4-5 engines out of the package for all my build, a lot of the clusters seem redundant as they are mostly so low in thrust that it makes more sense to use a single RS25 or J2 to keep the size down: a 5m mount for <200 thrust seems illogical. PS: I just installed the Community ISS mod. Beside half the parts being buggy and not attaching, I found the solar panels to have an awesome feature; they don't just turn around their axis to follow the sun, but the entire frame also rotates to keep the panels facing the sun. Maybe an option for your station core parts
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frizz said you can use his parts as long as you credit him... but I fi d the sstu lander far more practical. Like lynwood said, just polish it up with gold foil instead of orange and add some other fuel options. Also take note your engine library is becoming huge at this point. The AJ is cute, but I will never use the clusters of these, they are just eating RAM on my end. It might be an idea to split sstu up into 2-3 seperate mods... This is my main gripe with Fasa and Chaka, they are so huge and cause ksp to crash with tons of parts I will never use.
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Check out CX Space Station Parts for hab modules, he made replicas of the ISS modules for hab and even a science lab.
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Lynwood may have a point, it would also make the second apollo capsule redundant, and by making it modular, you could add it to the Orion, Apollo and any other future model.
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SPACE STATIONS! Post your pictures here
Jimbodiah replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I found the mod, but it's no longer active. The nodes don't match on a lot of the modules. Too bad Cx has the parts for the hab/lab sections though, and they hold kerbals, might use those instead. It's a shame no one is keep the ISS alive.