kerboman25
Members-
Posts
47 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by kerboman25
-
so i have to mod a soviet engine part to work as desired? And how can you change the isp of the engines beacuse i made a LOX/LH² engine and the isp is stil 337 instead of 450. https://drive.google.com/drive/folders/0Bw904_cO3bhvRVhrb2ljWmNUaXM?usp=sharing the isp is atmosphere curve i gues based on the nubers that are in it? (i just tested it and is turned out to be correct)
-
i just changed the files you gave me here's the link. I think the problem is in the fact that there is not a specific RD-0210 model file in the game because when i make a other engine that has a model folder in the sovietengines file it does work only not with the stock part. https://drive.google.com/drive/folders/0Bw904_cO3bhvRVhrb2ljWmNUaXM?usp=sharing beacuse its hypergolic i don't actualy need the TEATEB right? so only electric charge is needed for ignition so i could delete the TEATEB part?
-
Okey thanks i already fixed the node issue. And i get it how it works now, i tried to make a rd-0256 from the rd-0210 (by changing the script you gave me into the good values, thrust, propelant , ...) that comes 'stock' with rss/ro but it doesn't show up in the game. And i also have a question about the isp does the game calculate it itself (by using the mixture ratio ?) or is there a different factor. I am sorry to interrupt you with this basic question but i have just little experience programing stuff (i understand the language but when i get a problem i usualy don't understand why).
-
@Phineas Freak The engine works like it should only the node is not properly placed do i stil need the rd-291 model folder or can i delete it ? And can i ask you if its posible to explain me how the script works so i can modify other engines that are "stock" in ksp rss like modify the rd-0210 to a rd-0256 (dnepjr) , because i can't find a model folder of that engine. thanks a lot for your help phineas.
-
hey phineas Thx for the quick response no i did not create a new part via mm. I used the model of the RD-191 and scaled it down. I also changed a file in the realfuels folder but it ha no effect either. The engine configs do come from RO folder. Here is a link to the to files i changed: https://drive.google.com/drive/folders/0Bw904_cO3bhvOEFyaEZZbUc0QkU?usp=sharing I hope you find out what i have to do to make it work.
-
hello fellow kerbonauts I don't know if im asking this in the right tread but i am trying to make my own engine based of the RD-191 design. I copied the RD-191 file and changed the name to RD-291 i also changed the scale of the model to 75% of the original rd-191. I also copied the RD191 engine_config file and changed that name to RD291 and also changed the names in that file that were originaly rd 191 to 291 and changed some other values like thrust and initions to make it realistic. but when i try out the engine in ksp rss i can make use of the engine but it stil is using lqdfuel and oxidiser and the trhust and isp values are also of the non-ro type. How can i fix the link between the model file and the engine_config file so my engine works like pretended? thanks in advance
-
The craft are just normal capsules, so no probes.
-
hello people I'm having a bug where i am not able to recover a craft from the launchpad. This occured after i wanted to launch my new moon rocket, the bottom stage of the rocket wasnt attached to the 2,3,4th stage and was slipping from it so i had to use the launch escape system. After i launched the escape system and landed back on the ground i found out that the top of the rocket wasn't exploded and even more was stuck in a leaning position on top of the 1st stage. So i thought okey i wil try to recover it an move on but when i recovered the capsule it was stil visible, but i was able to recover the crew. Then i tried to recover the rocket and it wouldn't let me recover it, everytime i click recover it just does nothing. Can someone help me with this problem cuz otherwise my broken...
-
hello peeps i'm having an issue when i want to transmit my science back to earth i can collect the science but when i pres transmit it says "no com devices on the craft unable to transmit" while i've got a 1Gm antenna on the probe im playing on rss, RO with al dependant mods and realism mods enabled.
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
kerboman25 replied to pingopete's topic in KSP1 Mod Development
@KerbalMan23 same problem here that happens when i get below 98 ish km i tried a suggested fix but did't work -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
kerboman25 replied to pingopete's topic in KSP1 Mod Development
@Phineas Freak i did what you told me to do but the atmosphere (of mars) stil goes away when i go below ~98Km. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
kerboman25 replied to pingopete's topic in KSP1 Mod Development
i can't find the EVE UI in what map of the mod is it located? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
kerboman25 replied to pingopete's topic in KSP1 Mod Development
i found a bug when i went to mars as soon as i got below 98 ish Km the atmosphere disapeared, i love the nice work you guys put in this mod so it is realy pity that mars has no atmosphere when i land on the surface -
parts [1.2] Karibou Expedition Rover [0.3.0]
kerboman25 replied to RoverDude's topic in KSP1 Mod Releases
for one or another reason i can't go to the download page when i click on the link the page keeps loading is there a way to get this fixed? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kerboman25 replied to erendrake's topic in KSP1 Mod Releases
i made a loop but the throttle stil goes to idle when i exceed the range of the antenna's this is what i got what am i doing wrong? SAS on. RCS off. lock throttle to 0. clearscreen. set targetaltitude to 20000. if ship:altitude < 100 { set runmode to 1. } until runmode = 0 { if runmode = 1 { print "5". wait 1. print "4". wait 1. print "3". stage. wait 1. print "2". wait 1. print "1". set runmode to 2. } if runmode = 2 { set throttle to 1. set runmode to 3. } if runmode = 3 { if ship:apoapsis > targetaltitude { set throttle to 0. set runmode to 0. } } -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kerboman25 replied to erendrake's topic in KSP1 Mod Releases
i tried what you guys give me but the problem is that im working with RT mod so when i get over the distance of contact the ship's throttle becomes idle. It is realy frustrating to make just a ascent program that is able to launch a communication probe in an orbit using a mathmetical formula. what i have at the moment but doesn't work is SAS on. RCS off. lock throttle to 0. clearscreen. if SHIP:ALTITUDE < 100 { set runmode to 1. } if runmode = 1 { print "5". wait 1. print "4". wait 1. print "3". stage. wait 1. print "2". wait 1. print "1". set runmode to 2. } if runmode = 2 { lock throttle to 1. lock steering to up. if SHIP:ALTITUDE >10000 { lock throttle to 0. set runmode to 3. } } -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kerboman25 replied to erendrake's topic in KSP1 Mod Releases
hello peeps i got a problem when working with kos when i make a program and i type "lock throttle to 1. " my throttle would not even respond to it i don't know what to do it might just be a beginner mistake. -
im not sure what you mean but if i get that further rendering distance it wil cause lag right? the only problem i have is that the parts from the mod become invisible and the other standart parts are sitl visible so i come up whit only seeing the outlines of my station but yea it would be fun to have a longer randering distance but not at the cost of lag.