The_Joe
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Everything posted by The_Joe
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I am using Kerbinside for the other runways across Kerbin but I really prefer the changes this mod makes to the KSC. Using both together causes visual bugs of course. How can I go about running these together? I assume there is a way to remove all of the Kerbinside changes to the KSC but leave the other launch facilities?
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Having some issues with the 2M tails not capping off the cargo bay. Messed with this for a while using the cargo bay, and the cargo had drag if the cargo ramp or slanted tail section was used. When I used a stock part on the back the cargo in the cargo bays didn't have drag. Can anyone else replicate this issue? [I'm at work and can't add screenshots]
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Im trying to make an SSTO and this was my starting point. It carries a small mun lander. I was planning to expand tanks and figure out what it needed to reach orbit but it's got more drag than I think it is supposed to? Any suggestions? Craft file: https://drive.google.com/file/d/1-6aYOiDFg2835wKpiv6XiH4yC7bBeXWp/view?usp=share_link
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
The_Joe replied to K.Yeon's topic in KSP1 Mod Releases
Thank you for explaining this! I was getting really upset about my plane not working. =] -
[WIP][1.8.1] Epic Space Program - Beta 0.5
The_Joe replied to General Apocalypse's topic in KSP1 Mod Development
I dont have any great suggestion for how to solve the issue, but I found that my big hangup on this mod is the requirements for a vehicle to be "New" and "Uncrewed". I get the requirement of "Crewed" for some missions, but I only have so much time for gaming. I dont want to deal with transfer windows for a probe to Jool in order to unlock the mission to send a crew to Jool. Maybe this mod isnt for me, and that is totally ok. Just wanted to share my feedback. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
The_Joe replied to ferram4's topic in KSP1 Mod Releases
My understanding is that no one has heard from Ferram in a full year or more? I don't disagree with your logic, but I feel like you might be waiting for a train that isn't coming.- 2,647 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
The_Joe replied to ferram4's topic in KSP1 Mod Releases
It looks like you're building rockets in the spaceplane hanger, which will make things... Odd. The center of lift in the hanger is assuming that you vehicle is traveling towards the door. Try the same thing in the VAB where it assumes your rocket will travel towards the ceiling.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
The_Joe replied to ferram4's topic in KSP1 Mod Releases
How would I add this? Im a bit of a noob.- 14,073 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
The_Joe replied to tomek.piotrowski's topic in KSP1 Mod Releases
I know this is a dumb question, how do I disable the other ground stations? Now that I have a complete relay system in orbit I would like to have less ground stations cluttering my menu. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
The_Joe replied to RoverDude's topic in KSP1 Mod Releases
But, how? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
The_Joe replied to RoverDude's topic in KSP1 Mod Releases
Two silly questions. Some of the larger colonization parts show up in the VAB but I cannot do anything with them. It says something like, ”additional purchase in r&d required”. I've paid the unlock cost. Also, what's the best way to stay up to date on constellation updates? -
Im having an issue where some of my missions using modded parts report a negative cost, any ideas why this might be happening?
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
The_Joe replied to ferram4's topic in KSP1 Mod Releases
Excellent! Thank you for what you do.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
The_Joe replied to ferram4's topic in KSP1 Mod Releases
Come on guys, let's be excellent to each other. Even if I toggle everything off in the KJR menu this mod had seemed to break infernal robotics. Any suggestions? Does your new release solve this and/or am I doing something wrong?- 2,647 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
The_Joe replied to JadeOfMaar's topic in KSP1 Mod Releases
Have you added the world stabilizing mod? That might help with the being stuck to the runway issue. I use FAR but I pretty much sick with Big-S Delta wings. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
The_Joe replied to JadeOfMaar's topic in KSP1 Mod Releases
Hey Joe, FAR and life support mods are not required. Legacy and main contain different parts, both compatable with 1.4.3 with use of this reconfigure update. I don't know anything about ckan. I strongly recommend copying your entire KSP install into a backup folder before installing any mods if you're nervous. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
The_Joe replied to K.Yeon's topic in KSP1 Mod Releases
@JadeOfMaar has done an amazing job keeping these parts funtioning in 1.4, and I am really thankful. The way the game calculates drag makes it difficult to really take advantage of these badass parts in my humble opinion, and I find this mod to be way more enjoyable and predicable with FAR, and I recommend you check it out. This isn't to say that FAR is a required workaround, it isn't. -
Hey, Ive noticed an issue when using this mod with OPT SpacePlane Parts and engines. Im finding that this mod, when activating an engine that has two modes, activates both modes at the same time. For example, on an afterburner style engine this mod activates both wet and dry modes. Is there a way to fix this?
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
The_Joe replied to K.Yeon's topic in KSP1 Mod Releases
EDIT: Didnt read your post correctly. Nevermind. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
The_Joe replied to K.Yeon's topic in KSP1 Mod Releases
I'm Only answering the part I know, the rest of your question someone else may help with. H sized parts come in two types, some are flat on the bottom. These flat ones are designed to mount to the top [or bottom] of K style parts. Your adapter is an H sized nose piece. H style passenger compartments and adapters can be placed above and below without issue, it's only if you want extra large cargo bays you need to grab KH parts. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
The_Joe replied to JadeOfMaar's topic in KSP1 Mod Releases
Without FAR my planes were experiencing a ton of extra drag. Someone recently posted an unofficial update to FAR that works with 1.4.3, so now I'm using that. My planes are working fine now. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
The_Joe replied to JadeOfMaar's topic in KSP1 Mod Releases
Thats pretty strange. I ended up installing an unofficial update to FAR and things worked again. I had 10 to 1 thrust to weight but still couldnt get more than 400 m/s with the KH style plane. Its working now though. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
The_Joe replied to ferram4's topic in KSP1 Mod Releases
Thank you for the unofficial update!- 14,073 replies
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