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Everything posted by BRAAAP_STUTUTU
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
hm, i don't know what's causing it, but my framerate just takes a major dump when i fly over eve ground at a decent altitude, but massively smoothens up when i get really close to the surface any ideas? -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
decided to bring a nuclear spaceplane to eve for some juicy science -
how dare you delay YOUR mod that YOU make and work on in YOUR FREE TIME that you are offering FREE OF CHARGE to EVERYONE!!!?!?!?!!! /s But seriously, it's your own mod, and we're not paying you to make it or anything, since you're graciously providing it to us for free, even when you work on it in your own spare free time. There's really no need to apologize for that, it's your mod, no-one has any right to pressure you to work harder/faster other than you yourself (don't overdo it though!) @CobaltWolf
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[WIP] Nert's Dev Thread - Current: various updates
BRAAAP_STUTUTU replied to Nertea's topic in KSP1 Mod Development
113 tons of engine 527,000s of specific impulse 43 N of thrust. looking at numbers like this really makes the idea of atomic bomb pulse propulsion seem more reasonable hah -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
incase one needs a hint on how to take off from nara or eve -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
Does Dres still get it's dresteroids? also yeah you might've overdone the asteroid amount, the amount of asteroids near and passing through kerbin SOI is straight up scary in my case :p -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
does jnsq kerbin happen to be at a position similar to dres in the stock game? the amount of asteroids near kerbin makes me think it's in the games asteroid belt -
[WIP] Nert's Dev Thread - Current: various updates
BRAAAP_STUTUTU replied to Nertea's topic in KSP1 Mod Development
God those engine models are amazing -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
BRAAAP_STUTUTU replied to Galileo's topic in KSP1 Mod Releases
uhh, if you want to get off of Nara at an alarmingly fast rate, suicidalinsanity's stock-ish project orion engine gets absurd amounts of ISP and impulse at Nara surface level we're talking orbital velocity from a single 5kt yield nuke unit safe to say you disintegrate from aero drag heat in a second, but on the lowest yield you can easily make it using stock ways, like stock props or breaking ground props should probably work pretty well in that ultra dense atmosphere (i mean, they're pretty much boat propellers at that pressure level lol, which is hilariously still only half of venus' surface atmosphere not that any conventional form of propulsion is going to work well when faced with 45atm of pressure of ice cold helium, especially given how much drag that would cause -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
Aaah, makes sense err do i get 2.4 for 1.4.5 that says it was recompiled for 1.5.1 or do i get 2.3.3? -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
Oh, so that doesn't work at all? Most of my installed mods work perfectly fine, even those from 1.5, but i guess this isn't a guarantee with dependencies or framewoks -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
hmm now my B9PS appears to be broken, i can't switch fuel types at all and i'm getting an Exception: MissingMethodException: Method Not Found:'Part.get_SimulationResources' -
@Angel-125 Sorry to keep bothering you with this, but i've run into another issue with trying to get the MOLE experiments to work on the BDB Mossy, this time around i think it's because of the "requiredpart" requirement of the experiments that said, i can autocomplete the experiments with kerbokats automated science sampler if i really have to... or add a science processor, but those are both workaround solutions, hmm
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
BRAAAP_STUTUTU replied to JPLRepo's topic in KSP1 Mod Releases
So ehh, i don't have the observatory building anywhere for some reason? (KSP 1.4.5) -
"Extreme G-forces, May cause death" That's not gonna stop Jeb from trying to launch himself with it!
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@Angel-125 Forgive me for asking but since my BDB mol appears to not have any manifest/setup option i ended up wanting to make a new patch for it but i'm not sure how? basically i want the BDB "mossy" MOL to have the exact same functionallity and convertabillity as the M.O.L.E, and similarly want to add greenhouse/habitation functionallity and convertabillity to the hab module
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
GOT IT WORKING @JadeOfMaar thanks for the help yo now if only i could've spent that time on studying -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
actual config files -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
Hmm, why do you have a B9PS config file for resources added by WBT in the classic stock setup? B9PS is also throwing similar errors on bluedog parts -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
just deleted the classic stock playmode part from the playmode configs for some reason they had both classic stock and CRP listed which i can only assume to result in nasty stuff -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
BRAAAP_STUTUTU replied to blowfish's topic in KSP1 Mod Releases
I do have most of your mods, i did have both working before but i think that was using the broken set of last releases of the WBI suite of mods. So ehh, how can i fix this?