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Jso

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Everything posted by Jso

  1. FWIW the next version will have the requisite NEEDS[!RealFuels] checks to keep that B9 stuff out of your way. You should default those Atlas tanks to the Balloon type if that still exists.
  2. Copy titan.cfg anywhere you like under GameData. It's slightly shorter, less fuel, a little lighter. The SM's dry mass is reduced with that oversized 300 MonoProp tank cut down to 100. What can I say, it works. It definitely makes orbit in 2.5x. This is with 100 MP:
  3. While I'm thinking of it, we still need a 4.25m-2.5m SLA for 6.4x. @TheRedTom delete the folder. I'm not sure what's going on in there with KScale64. The yet to be released stuff on git is working pretty well for rescales, you might to try that. Except for you apparently, I assume your using the github files. How much MonoProp is in your Gemini SM? There's a "better" titan in the extras folder that's a bit spunkier.
  4. Try 'em now. I updated them with the values cxg2827 is currently using. They're not released yet - soon hopefully. You can download the latest parts from the Github repository (the green Clone or Download button), but be warned it's beta, and will break saves. You should really put what version you need to build those craft files @minepagan.
  5. I checked in some configs for USI-LS to github. I don't use it so you guys will have to let me know if this is ok.
  6. It's probably running, just very slowly (read back about 2 pages). Try setting UseSpecialistBonus to False in the converters.
  7. It shouldn't be a relay. Just the Helical/Telstar and the Apollo high gains. That said, I don't know why it doesn't work. Might be the internal transmitter screws with the squad relay code.
  8. That's why I say try Soltans. They're smaller. Saturn would have to go from 3.75m to 4.25m to match the scale of the non Saturn parts.
  9. I think your getting too long on the S-1F stage. It's only a 25% tank increase over the S-1E. Try it with Soltans.
  10. (I know, necro-quote). ETS Wiki, Propellant Mass: S-IVB 104,326 kg S-IVC 229,517 kg How are we squeezing over twice the propellant into a roughly 50% increase in length? We could probably handwave away 75% mumbling something about the engine mount and IU. Instant S-IVC: An M43. With a 2.2 meter PP tank extension on the S-IE/F. Or a Kerbodyne S3-3600 would also work, it's just a little short. The UA1207's look big because of the smaller Saturn scale.
  11. I had an opportunity to test this - (what a pain). It appears to work as intended. You get the advertised efficiency with no engineer, +50% with one, and +50% for each star. Is requiring an engineer for these converters to work desired? Changing SpecialistBonusBase to 0 will make them non-functional without one, 50% efficient with a rookie no star engineer, and 100% with a one star, up to 300% with a five star.
  12. Sure. Does the version file need to be somewhere specific for CKAN to find it? Right now I have it under plugins with the miniavc.dll file.
  13. On mobile so briefly... What's in the repo is good up to 6.4x, not beyond. That would require rescaled rockets. There's a Saturn rescale, but that just makes it 64% like everything else and is intended for 6.4x. We really need to do a point release, were sitting on a lot of good stuff.
  14. Between the first set of strapons separating and the second set's exhaust, I'm surprised the core stage survived!
  15. There should be code floating around for texture and mesh switching. Fins are usually symmetry attached, so changing something on one would change them all. Perhaps a little part module could determine each fins orientation on attach and load the appropriate texture. Beware that one of the fins will have it's texture mirrored, some sort of weird KSP bug. Looks good. Good luck!
  16. It's part of WildBlueTools. I've never seen anything but a blue screen on those. You must need some other mod I don't have. Edit: You have the BDB icon twice on your pallet. That shouldn't be.
  17. Unless I'm blind, no. There's the Saturn rescale, an alternate Titan config, realnames and some textures. I didn't actually change anything on his parts. I just slipped the non stock sizes we use into the tweakscale setup for his stack parts (free scale is turned off on those). So a part than can rescale between 0.625, 1.25, 2.5 becomes 0.625, 0.9375, 1.25, 1.5, 1.875, 2.5. I kept it within the minimum/maximum size range he used on each part.
  18. It needs all the flavor text written. Which apparently someone started - I'm not sue who. I uploaded it last night. You'll need tweakscale obviously.
  19. I don't know what you had in mind for this but it's working out really well for service modules, aka LFO+MP tanks. I can get rid of all the extra tank types and I'm not tied down to predefined proportions. I found one minor glitch though. If percentFilled is defined on the SUBTYPE, it overrides percentFilled on the RESOURCE added to the SUBTYPE. Snippet:
  20. Welcome to the forums. I see the same thing. You need an engineer, or just comment out the specialist stuff at the bottom of the file if you don't want to mess with that. @JPLRepo this was nerfed about a month ago. Don't the new numbers equate to 1% efficiency with no specialist, and with a specialist an additional 5% for each star? SpecialistEfficiencyFactor = 0.05 SpecialistBonusBase = 0.01
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