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Everything posted by dave1904
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Build a shuttle carrier at last.
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I have to check the model put again. I've looked everywhere. Even vangaurd because it would be based on it. Wait. Did the original S-IV hotstage? I hotstage them too using smart parts. Since I'm playing carrer with 3.5 rescale I hat to edit the smart parts mass and price however. It makes it easy however. It starts the aj10 when the 1st stage has 1% fuel and again when it has 0%.
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It's the earliest version I'm wondering about. I play with engine ignitor and live recreating rockets as realistic as possible in order to learn how they worked. I cannot find anything about the Thor and Vangaurd second stages. If they are pressure fed ullage would not be an issue right? If so I can just disable ullage and keep the ignition to 1? I'm not entirely sure how it works. If I remember correctly the shuttle used rcs before it fired its aj10s but it might have been to protect the engine.
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
They do for Bluedog and some of the minor parts they have. I noticed it on separation motors for the Gemini capsule. -
Would it be possible to add axial tilt to kerbin?
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
Max capacity. Ive tryed if it was a rounding error. Once its set below 0.9 there is no resource in the tanks. 1.1 etc all works. The game recognises it has the resouce in the vab. It will say solid fuel 0/0. When I right click the part there is no resource however. -
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry. I did not mean patch. The mod in general doesn't work with parts that have resource levels below 0.9. Just edit any config of a part and set the resource to 0.5. You will see when you launch the game that the part will not have any resource at all. -
[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
dave1904 replied to severedsolo's topic in KSP1 Mod Releases
In case anyone is still using this in 2024 then KopernicusSolarPanels needs to be changed to KopernicusSolarPanel REQUIREMENT:NEEDS[Kopernicus] { name = PartModuleUnlocked type = PartModuleUnlocked partModule = KopernicusSolarPanel } Something was changed in Kopernicus.- 131 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
dave1904 replied to nightingale's topic in KSP1 Mod Releases
For some reason i posted on wrong thread- 5,206 replies
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
Parts that have less than 1 decimal resources end up having no resource at all after this patch is applied. I was having trouble with a small Solid rocket Motor from bluedog not having fuel. It had 0.1 in the cfg. I tested it by editiing other solid rockets and putting their resources to 0.1. Once in game they have no resource. Once I set resource to 1 they have fuel again. Am i making sence? -
Know I know how the Soviets felt after venus.....
- 38 replies
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[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
Did not work unfortunately. Ive posted it in the MPE Topic. Thanks anyway! While im here. One some planets I get a stutter when Im 100m from landing. Its loading assets I think. I think I asked you this once before and you knew the issue. I forgot -
[1.12.x] [Planet Pack] Minor Planets Expansion
dave1904 replied to Exo's Lab's topic in KSP1 Mod Releases
When I am on Soden and some other planets the performance is awful. Timewarp basically freezes the game. Ervo has the same issue. Have not tested other planets. It starts to stutter the lower I get in orbit and once im on the ground and time warp it basiclly crashes. No other mods installed. I tested it with KSPCF but it made no difference either. Am I missing some dependency?- 349 replies
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- totm dec 2021
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[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
Minor Planets expansion. My descripion of the issue was bad. Soden and Ervo. Probably other planets. If you teleport there the performance is ok. Once you timewarp the problems start. It would seem like a loading issue. Its probably MPE. The reason why I am asking here is because noone has seemed to have reported the issue there and Its not like its hard to miss. Its unplayable. Was wondering if it was a new version of kopernicus. -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
Not sure if its MPE or Kopernicus. When I have MPE installed and am on the surface of some bodies the game stutters like crazy. No other mods installed. -
If anyone is experiencing Phantom acceleration and exploding it's because you need the latest FreeIva version.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
dave1904 replied to DylanSemrau's topic in KSP1 Mod Development
It's because the decoupler is the same part as the engine. Ideally the engines should be a separate part. If it really bothers you. You can remove the decoupler module from the part cfg. Then add a 1.25 decoupler and use the offset tool to get things lined up and working. The game will then do the proper calculationas. That or just keep the 450 m/s in mind.- 497 replies
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Are we ever going to have a game mode with funds too? I'm not exactly up to date to be fair but working with a budget is something that's imersive. Launch cost is a really important part of a space program. There are alot of things that could be done with systems like that. The more you use certain parts the cheaper they become. Sure there are more important issues that need fixing ATM and science career. I hope there is room for hard-core game modes in the future.