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Posts posted by LoadingTimeExpert
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7 hours ago, benjee10 said:
Late reply but check you have animated decouplers installed, as otherwise the decoupler won't fire.
Yes, that was the issue. I thought I had it installed, but it turns out that it was missing for some reason. It's fine now
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29 minutes ago, Entr8899 said:
No, it's not right. The red line is where the engine's node is supposed to be, but the node is roughly at the green line.
Here's what the node looks like
When you attach the engine to something, it's way up inside
I manually adjusted the engine to be where it should be, if you compare this image to the one you posted you can see the engine is supposed to stick out lower.
I guess it does, idk anymore. Both look "good enough" to me when I compare it to the wiki images
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32 minutes ago, Entr8899 said:
Yes, the engine's node is in the middle of the engine, definitely not where it's supposed to be. It's been like this for a while too.
(I don't know how to post images directly)
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2 hours ago, Entr8899 said:
@CobaltWolfHey, I just noticed the Ablestar engine's attach node is incorrect, it's too low in the engine so it causes it to clip into the fuel tank.
Are you using the right attach node? There's two on the fuel tank and they can be finicky
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42 minutes ago, GoldForest said:
X-15 to the Mun!
Full album (It's out of order, also, yes, some of the images are in 1440P because I had to downgrade them. Why? Ask imgur why it won't accept the 4K version...): Imgur: The magic of the Internet
(No, I didn't just do direct reentry from the Mun, I got into low Kerbin orbit then deorbitted.)
How did you get a larger first stage than the standard S-1C? Parts from another mod?
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Ooh nice meme, it seems very familiar *wink wink*
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53 minutes ago, LoadingTimeExpert said:
Regarding the X-15 experiments, are you going to implement entirely new experiments or existing experiments?
If it's the former, maybe something having to do with aerodynamic heating?
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On 4/11/2024 at 10:53 AM, CobaltWolf said:
Regarding the X-15 experiments, are you going to implement entirely new experiments or existing experiments?
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45 minutes ago, LoadingTimeExpert said:
Is this mod tuned for a 2.7x JNSQ KSP or stock only?
Also the orion capsule decoupler doesn't seem to work as an actual decoupler
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Is this mod tuned for a 2.7x JNSQ KSP or stock only?
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I just started with RP-1, but I cannot build any new rockets. The launch complex I constructed says it has a minimum tonnage as well as a maximum tonnage. This minimum tonnage is 18t, which is significantly larger than the small sounding rockets I am constructing. Is there a way to remove this minimum launch size? changing the configs when I was building the LC didn't work
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1 hour ago, benjee10 said:
Hmm okay, that is strange. Looks like you have Shaddy installed so the model switch patch is kicking in, but it still can't load the models. So for some reason the shaders Shaddy adds aren't being loaded correctly.
Can you try doing a clean redownload & reinstall of Shaddy, Shabby and their dependencies?
That worked! Thank you very much
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Okay, here is the link to the file
https://drive.google.com/file/d/1jvXZg7zB0pHYIjjqlyzPGNUnnPlOFIZ3/view?usp=sharing
I do have a lot of other mods installed, so it might be a conflict with something else maybe? I can try uninstalling everything else later and reinstalling this mod
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Are those custom parachutes you mentioned added by a different mod? Because I can't seem to find them, and the craft file doesn't work
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Is there a way to make experiments not take so long? I understand some more indepth gravitational studies taking months to years to complete, but a thermometer reading taking, like, 10 minutes, is ridiculous, frankly. When you're sending your first suborbital rockets, you might not even be in space for 10 minutes
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Hello. I am building the Voskhod in career mode with a bunch of other mods. But I seem to be unable to fit both the backup retro engine *and* a parachute to the Voskhod capsule. Is this intentional? While I probably could bail out both kerbals in time, it seems like... a bad idea
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I'd like to change my forum name to
LoadingTimeExpert
please
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Hi, I've been playing this mod but I've run into a problem. Whenever I build a ship using OPT parts, it always takes an insane amount of time to spawn on the launchpad/runway. I'm talking 15-20 minute loading times. As you can imagine: this is unplayable. I don't have such issues with any other mods, and I'm wondering if there's anything I can do to fix it
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Does the mod work with 1.10.1?
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1 hour ago, golkaidakhaana said:
Nope . It was discussed a few days ago
aw, alright. I guess I can use tweakscale to make an approximation
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Are there plans to make a larger tank for something like the Saturn 8/Nova rocket?
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does Scatterer require any other mod or file?
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Is there a way to tone down or turn off how experiments take a while to complete? Its kinda difficult early game for your barometer to take 15 minutes when you'll be plunging back into the atmosphere in 5
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How can you change the size of a parachute?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted · Edited by LoadingTimeExpert
My (absolutely not accidental) recreation of flight 2-31-52