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KSP2 Release Notes
Everything posted by harrisjosh2711
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
harrisjosh2711 replied to ferram4's topic in KSP1 Mod Releases
Props to you guys for taking it upon your selves to fix things. Shame on you guys giving them crap about it. The mod is MIT mind your own business. In fact, you can post a download link to a quick fix and people do it for mods all the time. RSS would never have been playable in 1.3 if it weren’t for someone writing a quick fix and posting it in the forum.- 2,647 replies
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We will see. I can do that.
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Help me prioritize 76+ mod updates - Updated
harrisjosh2711 replied to linuxgurugamer's topic in KSP1 Mods Discussions
Oh yea, I got that. My comment about "since no one else has said anything" was more a reflection on why in the crap aren't more people interested in FMRS? Which in my book reigns among the most intuitive mods for KSP. Its simple, intuitive, and works just like it says. So when I seen no one had said anything about it, I had to, under the logic that this guy has 150+ mods and there is a high chance some of them do not get updated. As to the order in which you update that is totally your prerogative. Looking at ur track record its obvious you will accomplish more than I would ever ask even if I were paying you. -
I will check it out. Depends on how much delta V it has if I use those specific numbers. I will change the fuel for the thrusters.
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That atleast makes a lot more sense to me. When I think about the entry of the BFR I am doing that from the perspective of a interplanetary ballistic trajectory. Re-entry from LEO could absolutely be different making the assumption that the BFR isn't engineered to a point where it is only designed to operate in one fashion. As to the weight distribution and lift, that is why I say we will likely see many changes to the BFR before actual production. That is going to be a head ache for SpaceX and could potentially cause some huge changes in the design. I guess we will have to wait for them. It going to be exciting!
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Help me prioritize 76+ mod updates - Updated
harrisjosh2711 replied to linuxgurugamer's topic in KSP1 Mods Discussions
I wasn’t after “something else to add” I just really didn’t want to bother you considering the weight you have on ur shoulders. I only wanted to put in a word for those so you know that people are actually using them. Also, retractable lifting surface is a requirement for numerous mods, including my own. So I took my time read every single post In the forum to make sure I didn’t bother you with something someone had already mentioned -
Help me prioritize 76+ mod updates - Updated
harrisjosh2711 replied to linuxgurugamer's topic in KSP1 Mods Discussions
Since no one has said them yet FMRS & retractable lifting surface. -
Here is some hints if you feel like do something about it. Little bit of trial and error and you can do almost anything with these parts. I just checked the configs. the nodeType= size0 meaning it is compatible with the JR. node_stack_top = 0.0, 0.1474114, 0.0, 0.0, 1.0, 0.0, 1 MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False }
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You are welcome to explain how that thing down there could ever coast in like a space shuttle. Keep in mind their dry weight is only 2-3 tons difference. Also note the payload for the BFR goes in nose. Mighty dangerous for coasting in slow in a thick atmosphere nose first. I'm not sure if any elevon's or cold gas thrusters in the world could alter the course of the beast, considering the tiny delta wing, flying below subsonic speeds. In the presentation you can see during the BFR's decent it gains a positive net lift for only a few brief seconds. "The BFR is entering here extremely fast" says Elon. The rest of the time its is falling down. It my opinion that the BFR is designed to be a professional air brake. But its certainly arguable and I'm sure we will see many changes before we see the real thing. It is SpaceX we talking about here. I like to look at it this way. SpaceX doesn't have a BFR, Kerbalized SpaceX does. Until then my BFR is right! I'm joking.
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Missed this part. FRMS is what I use. It creates save points that allow you to go back to the point of decouple and manually control those stages.
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Yeah, I'll do it if I remember. The BFR is going to be 5.5m in the new update anyways. Its almost ready just need to make sure everything is working right. I'm tied up with an exam this week so I unfortunately wont be able to get everything ready for upload.
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Thanks! Understand the confusion, their is actually two nodes on the very bottom of your upperstage tank, just slightly spaced apart. Connect your engine to the upper most of the two nodes on the bottom of the tank. Then use my Falcon 9 decoupler on the second node. This places the engine inside of the interstage decoupler. Let me know if this isn't clear and ill post you a screen shot.
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Different names. ASET props, I misspelled it. Here are both the links to the mods. RPM-https://forum.kerbalspaceprogram.com/index.php?/topic/105821-131-rasterpropmonitor-still-putting-the-a-in-iva-v0293-1-january-2018/ Asset Props- https://forum.kerbalspaceprogram.com/index.php?/topic/116430-aset-props-pack-v15-for-the-modders-who-create-iva/
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Anyone mad about mods keeping up with latest updates?
harrisjosh2711 replied to Conric005's topic in KSP1 Discussion
Squad has given a few select players the latest build of the game. Nobody is updating because we will need to update again next week. There is literally no point in updating until 1.4.1. My update will drop the day the new expansion is available. -
I think this picture gives me an good approximation on the wingspan the BFR would need if it were to fly like a plane.
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Yea, my guess was that I could adjust the Elevons center of lift in the configs to essentially put it where I want. Right now it is moving it like you said to the back and also to the bottom towards the fin. I have to be careful though because It shouldn't fly like a plane. The video I posted above is a 5.5m BFR. Not really feeling the 5m as that means you wouldn't be able to fit two 2.5m parts.
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Big changes coming concerning how the BFR functions. Thanks to some guy who didn't know what he was talking about that who pestering me on YouTube about how the BFR didn't work right. He was trying to argue that it was suppose to enter nose up even after I showed him the video from SpaceX proving him wrong. Any how I decided to change it up a little bit as thought I could make it a little easier/fun. Here is what I came up with. It may see a few small changes in the future like possibly and elevon but this will be for the most part how the BFR will function in the future. You guys like the new way or old way better?
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Awesome that's good, I was wondering about that .dll. The guy who maintains that really puts in a lot of effort so it should be fixed pronto. I meant when the making history DLC actually drops on Steam though. I thought they were going to drop simultaneously but apparently that is going to be 1.4.1.
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Ah, it could be you are playing on 1.3.0. Sorry I cant confirm this. I can only confirm that the ship files are working on 1.3.1. I would check but my time will currently geared towards making sure everything is working right for the coming 1.4. Lol no it doesn't. Ooops, yea I was messing around with the KIS configs and I forgot to fix them. Hopefully, the new version for 1.4 will be available the day of release and I will have a fix for that. Its just a number in the KIS configs for the BFR is set way to high. I wanted to allow slightly bigger items to fit into the slots. But It seems I ran into the issue of it calculating based off weight instead of volume and I just ended up letting it slip my mind because I was all excited about the falcon heavy.
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I will have to try that out.
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Ah, I got you now. I do not think so unfortunately.........
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Poll: Are you buying the "Making History" DLC?
harrisjosh2711 replied to Yakuzi's topic in KSP1 Discussion
This stinks, I was super excited about the new DLC. I for one love DLC and have no problem paying for it as long as you aren't trying to charge $300 for 15 DLC's (like some people.) Seeing how worried everyone is about the new EULA certainly has me re-thinking making the purchase. I don't see myself continuing to play KSP if I don't make the purchase. It's not that I'm truly worried about Take 2 taking my stuff. Its more the fact that they are looking in everyone's face and saying we are the big company. We don't care how hard you worked to make your mods. Its not yours its ours! Yea, I don't roll like that........ -
Look closely at this picture. You will see a red Icon and a yellow Icon sticking out just slightly from behind the red. The distance in between those points is exactly 43 miles. Do you get it now? Hench if this was the RSS map in KSP and those two dots that look on top of each other are your two ships they are 43 miles apart.
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Oh it not that the maps are broken. It’s that the planets are real size. When you look on a map it appears two cities are right next to each other. But in reality how much land is really in between those two cities? A lot! The same goes for RSS. Although your pointer shows you landing almost directly beside your target in reality you could be over a mile away. Its not a broken map, its simply just that big. If you wanted to drive a rover across the continental US. That would take weeks- it’s that big.