MrChittyChad
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Everything posted by MrChittyChad
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
MrChittyChad replied to Gameslinx's topic in KSP1 Mod Releases
yup, that was it.... that looks pretty lol thanks for the help!- 3,131 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
MrChittyChad replied to Gameslinx's topic in KSP1 Mod Releases
based on the website, I downloaded BE_1101_release58. looks like the latest one.- 3,131 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
MrChittyChad replied to Gameslinx's topic in KSP1 Mod Releases
not sure what went wrong, but I tried this mod on my modded game and my backup stock game. the mun is white, and crafts go through surfaces by a meter. Kopernicus is also telling me its not compatible and got that stupid nyan cat all over the loading screen. I am using 1.11- 3,131 replies
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1.11.1 hopefully will fix the flag issue and the issue of building on a surface. I made a video and posted it on reddit of what I encountered on mun, then did a test on the KSC runway. Issue with 1.11 some assembly required. : KerbalSpaceProgram (reddit.com)
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Hello all, I wanted to use the new update to build a rover on the Mun. So I sent all the parts to the surface in containers, then later brought over the 3 original Kerbals. Well, when I attached the first wheel, and used the offset tool to move it, it would go back to its original position. Then when using the place tool to move it, things exploded. Then still while holding wheel, I moved it around and it started picking up the lander for the rover like he was superman! ( then exploded). I did a test on the KSC runway and that's how I figured out the issue. here is a link to a video of this issue: Issue with 1.11 some assembly required. : KerbalSpaceProgram (reddit.com) EDIT: ISSUE FOUND TO BE ISSUES WITH KERBAL JOINT REINFORCEMENT!
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I only use the RCS thrusters to do all that. I had to adjust the thrust of those ports( so it doesn’t take 15 minutes to burn), increase monopropellant, and make them more efficient. I also had to increase torque because of the changes. Now i am able to remove second stage after capturing orbit, and do all the phase burns to ISS. Before my changes, 195 of mono would be used up before getting 1/4 of the first burn. My capsule weighs 9 tons(2000 mono), but still works very well. I added a mod to dump fuel and apollo like floats when it hits the ocean or it would be mostly underwater lol ( granted the mod makes the capsule a feather at 1 ton) I might just add the dump valve (no idea if its a mod I added or a stock part but does the trick!).
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Love the mod! im still figuring out how to change perimeters on crafts and I am having issues with the crew module one. The monopropellant runs out very quickly ( says 9/second or so) I could change the ISP (still tweaking it). I am working on making them stronger too. I see no option to change the amount of propellant (the 189 is nowhere to be found in the craft file). I like to make a copy of the craft and modify that, but when I do, I lose lots of features including monopropellant. any chance someone could help me understand the rodan config file? I basically want to make the thrusters use less mono per second, and make the amount of mono larger.
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[1.10.1] KK's SpaceX Pack v.6.5 - 01/11/2020
MrChittyChad replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I am having some weird issues. first thing is I cannot load in some crafts because of missing parts (I.E KK.SPX.F9LandingLeg). When in orbit trying to rendezvous with another craft, the Blue circle goes all over the place when the end of the burn is less than 1 . When using mechjeb to create maneuvers , it just wants to accelerate into earth at one billion m/s. stock parts work fine. no idea what to do. I have downloaded 1.10.1 v6.5 using space dock. edit: Still no luck figuring out the issue. but when using the other dragon crew rocket, as soon as the first stage decouples, it flips instantly. I am using everything with mechjeb, so it has the same launch trajectory. -
Thank You for the reply, I got it to work and now I'm excited to travel to new planets! however, I do have a question about lich, Is it suppose to be very white, spinning really fast and have boxes of what looks like the sections in the VAB and alternating white and black rings? I don't know how to post a picture on here other than Imgur, if you need a picture I can add one tomorrow Edit: Nevermind, I just read the description, cool idea but the boxes spewing out kind of ruins the idea.
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the issue that everyone seems to miss is that turning in ksp is completely unrealistic even with FAR. bank a plane 45 degrees and it should be turning, but still flies striaght. people think that it's normal to just pitch up but that just adds more drag.
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Help me turn my plane
MrChittyChad replied to code99's topic in KSP1 Gameplay Questions and Tutorials
note that turning in this simulator is completely wrong. even when banked at 45 degrees, it still flies straight. when someone tells you to just pitch up, you loose lots of speed and realistically that's not how turning happens unless you are doing high bank turning. it still suprises me that ksp hasn't fixed this issue. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MrChittyChad replied to ferram4's topic in KSP1 Mod Releases
Is there a mod out there that actually knows aerodynamics? Stock aero doesn't help either. when I rotate a plane left or right, it should turn. Its dumb that I have to pitch up and lose tons of speed just to turn.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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