AlekM
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Everything posted by AlekM
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Hi, gentelmen, I'm not quite so patient as to create a pull request. A minor patch to have SSTU Apollo pod work would be to add it to Avionics.cfg, like: // FIXME do this for anything else Apollo sized @PART[FASAApollo_CM|Mark1-2Pod|mk2Cockpit_Standard|mk2Cockpit_Inline|B9_Body_Mk2_Cockpit|B9_Body_Mk2_Cockpit_Intake|B9_Cockpit_M27|B9_Cockpit_MK2|B9_Cockpit_S3|B9_Cockpit_S2|FASAGeminiBigG|FASAGeminiBigGWhite|XOrionPodX|XOrionPodXbb31|LazTekDragonV2|MK2VApod|GuidanceStart4m|SSTU-SC-B-CM]:FOR[RP-0] I've added the |SSTU-SC-B-CM , can someone please add this to the repository?
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Hi, I've installed RP-1 on KSP 1.3.1 as per Bornholio's goldenspreadsheet. My problem is that in the VAB I can only configure the tanks for kerosene or avgas. Also the procedural SRB shows up as using solidfuel and tanks want to be filled with LFO/OX. Still the aerobee engine wants to use Aniline etc. Is this something related to RO or RP-0/-1, or rather a RealFuels issue? KSP.log : https://drive.google.com/file/d/1gSLNSexGjU3wNJg6mDbcxoMNdhNafPn9/view?usp=sharing
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I had some nullrefs caused by ProceduralFairings v3.20, I updated to 3.21 and they don't pop up anymore, yet the problem described, persists.
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I'm using 1.2.8 Kerbalism
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Hi. I'm using the latest CKAN Kerbalism with KSP 1.2.2. I launched my first commsats and they have enough electricity when being focused as active vessel, but in timewarp outside, their power gets drained. What am I doing wrong? BTW, I have RO/RSS/RP-0 with RT but without TACLS.
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
AlekM replied to Whitecat106's topic in KSP1 Mod Releases
Actually I guess that is fine, since Principa would control the gravitational drifts, and Orbital Decay will apply aerodynamic drag and radiation pressure. If it was the other way around, we'd have gravitational drifts applied twice, which wouldn't be accurate, right? -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
AlekM replied to Whitecat106's topic in KSP1 Mod Releases
Will this mod, in its current state, work well with Principia? I noticed it has some n-body related activity, so would some effects double when used with principia? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AlekM replied to Starwaster's topic in KSP1 Mod Releases
@Starwaster I just have "Effective Spaceplanes", and that's where mk2 spaceplane parts are. The mk2 cockpit shows it will tolerate 2500K.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AlekM replied to Starwaster's topic in KSP1 Mod Releases
I didn't touch CoM, since Mechjeb had no problem holding +15deg pitch attitude, which didn't help by the way.- 5,917 replies
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Uhm, I can't get 'landingMoon' contract to spawn. I doesn't appear in the mission control as unavailable. I did the 'first_MoonFlybyUncrewed', which is the requirement. I have +800 rep. Relevant (I think) mod versions: KSP 1.2.2 RP-0 build 54 Contract configurator 1.22.2 What should I look for as a cause?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AlekM replied to Starwaster's topic in KSP1 Mod Releases
It is an RP-0 career game. The parts are clearly described as "rated for LEO reentry" and I've seen them work in peoples videos (like Cosmonaut Crash on YT). I know I could change the Thermal settings, but I'd like to keep it realistic. I tried shallow reentries as well as steep, to no avail.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AlekM replied to Starwaster's topic in KSP1 Mod Releases
<Disclaimer> If that question was already been beaten a hundred times, please just point me in the right direction </Disclaimer> I have DRE 7.6.0 on KSP 1.2.2 with RSS/RO/RP-0/FAR stack. My problem is that everything built around Mk1 and Mk2 spaceplane parts, cannot survive Earth reentry, regardless of perigee (+60, +30, -200kkm doesn't matter); it overheats and burns up. Should I adjust the stock thermal settings? What am I doing wrong? Or maybe it is explained somewhere and I just missed it?- 5,917 replies
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So, there is this mod called Ven's stock revamp (VSR) : It is used with RO/RSS/RP-0. Regardless, it uses Squad's command pods, which have configs in KerbalHealth, but when used with VSR, no health modules appear. I noticed, there is a config file with lines like: @PART[*]:FOR[zzzVSRPathPatch] { @MODEL,* { @model ^= :^Squad/Parts/Command/Mk1-2Pod/model:VenStockRevamp/Squad/Parts/Command/CommandPods/1-2: } Does it change the 'general' part names? How do I go about writing a config for that?
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[1.4.1] ScrapYard - The Common Part Inventory - 1.1.0.107 (2018-03-18)
AlekM replied to magico13's topic in KSP1 Mod Releases
Yep, now it works as expected (with RP-0 and all). Something hogs my RAM but I not sure if that is due to ScrapYard or my potato-laptop being unable to handle the shuttle replica (or any other mod). I did encounter the 'double magicore.dll' issue. -
[1.4.1] ScrapYard - The Common Part Inventory - 1.1.0.107 (2018-03-18)
AlekM replied to magico13's topic in KSP1 Mod Releases
Thanks for clearing that up. I took all releases from github, hence the KCT 1.3.4 and ScrapYard 51. Now I installed the ones You suggested. If it acts strange, I'll let You know. Thanks for taking the time write those mods (even though playing KSP kinda distracts me from work...). -
[1.4.1] ScrapYard - The Common Part Inventory - 1.1.0.107 (2018-03-18)
AlekM replied to magico13's topic in KSP1 Mod Releases
Uhm... I just wanted to make sure I understand it all correctly. ScrapYard doesn't seem to do anything in my game right now. I'm running KSP 1.2, KCT 1.3.4 and ScrapYard build 51 (I think). Is that the intended behavior due to those being beta, or am I doing something wrong? Is the KCT 1.3.4 a normal release and as such it does not utilize ScrapYard? Or is this the case of me doing something wrong? -
What exactly does the "multiplier = 0.5" do in the configs exactly?
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I'm using the 0.5.3 on ksp 1.2.2. So mk1 pod has no kerbal health module. I've managed to make FASA pod's play nicely with kerbal health. I have no idea how to adjust the daylength through a MM patch, so I just divided all the factors by 4 via savegame edit. It seems that FASA Mercury pod works well enough. It cool, I've made somthing work You can add the FASA patch, it's not balanced but it seems to work well: https://www.dropbox.com/s/58gg379brcwh9lo/KH-FASA.cfg?dl=0 If I write anything else, I'll post it and feel free to add it to the mod.
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Hi, I like the idea of the mod, and I'd like to be able to play it with RSS/RO/RP-0. What do I need to do to make it work? Right now with Mk1 pod my kerbals survive just 2 days. Do I need to write a MM patch? How does one go about that? Do RO parts need some configs as well? I'm willing to write some stuff if You guys point me in the right direction. edit: Like is that correct for a cfg patch?: Do I need to let KerbalHealth know about existence of another cfg file?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
AlekM replied to Theysen's topic in KSP1 Mod Releases
That one: https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=0 Also RealFuels does all sorts of weird stuff, like You set one type of fuel in the VAB, only to find out later that it got somehow reconfigured to something else. EDIT: Although I do admit that I installed RealFuel's through CKAN, and now I see that it wasn't the latest version- 2,207 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
AlekM replied to Theysen's topic in KSP1 Mod Releases
Hi. I installed 1.2.2 with the spreadsheet mods. I'm getting a gyro Kraken on my space station any ideas on how to deal with that? It looks as if it all starts with the solar panels attached to a cubic strut.- 2,207 replies
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