Marxon
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[1.10.x] Precise Editor 1.4.0.1 [August 31 2020]
Marxon replied to jfrouleau's topic in KSP1 Mod Releases
I never thought I'd be stressed out by numbers but even this addon doesn't fix the minute offset values seen here in the part file which I was hoping this addon would remove: I don't want to have to change these values manually as I have a feeling setting attPos and attPos0 to the same values would break things but, any way to use this addon to force these extra digits to oblivion? -
Just want to say welcome back m4v.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
Anyone else notice how the jettison staging option on the AASRBS doesn't work as it already has a stage related function for the engine? Edit: Also any chance we can get more options for the parts with RCS to use alternative fuels and/or larger ACS blisters? My atmospheric cargo vtol is having to use some odd layouts of these things to have enough control authority to lift landed asteroids:- 1,509 replies
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[1.10.x] Precise Editor 1.4.0.1 [August 31 2020]
Marxon replied to jfrouleau's topic in KSP1 Mod Releases
Tried to manually add the config file but P does not open the dialog box. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
Also, something really funny happened to the landing legs: Edit: the footpads also angle themselves 90 degrees of pitch axis to ground. The Banshee lift fans have some issues with the new model animations as well with z fighting, just a heads up:- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsanity [LOG 18:14:42.681] PartLoader: Compiling Part 'Mk2Expansion/Parts/Utility/RCS/StabilityControl/M2X_SCRCS' [ERR 18:14:42.683] PartCompiler: Cannot clone model 'Mk2Expansion/Parts/Utility/RCS/SCModule' as model does not exist [ERR 18:14:42.683] PartCompiler: Model was not compiled correctly [ERR 18:14:42.683] PartCompiler: Cannot compile model [ERR 18:14:42.683] PartCompiler: Cannot compile part I think this may have something to do with it? Edit: attempting to take the SCModule.mu file from ver 1.8.8 in Mk2Expansion-1.8.8\GameData\Mk2Expansion\Parts\Utility\RCS found on the github and putting it in the current version install DOES FIX the issue, so the file is just missing. I repeat, this IS A WORKING FIX for anyone wanting to get the mod working immediately.- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
I just want to say, I absolutely LOVE this update, thank you so much!- 1,509 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Development
Rather unfortunately it seems that I cannot get the lovely new Elephant vtol engines enough intake air no matter how hard I try given they want 255/s. Also worth noting is that in stack mount configuration their own intakes are counted as occluded and cannot contribute to the massive demand these engines have for air.- 862 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
This exactly, trying to make a simple scramjet type craft that does this is not easy as you still need an OMS engine of sorts and something to push it up to mach 4. Nothing beats pointing 5 degrees down and getting an escape trajectory though. I have made half a dozen designs for "simple" scramjet SSTOs and they have all come out beautiful, but very complex...- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsanityWould you by chance be interested in having a craft file for a jet that showcases the effectiveness of the scramjet part? I have become a big time fan of the part given how it makes oxidizer free spaceplanes surprisingly viable given the in atmosphere boost to apoapsis giving nuclears ample time to circularize.- 1,509 replies
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I just want to point out that I forgot I had this mod installed because it fits in with vanilla so darn well, one of my favorites is the Palici pod for sure given its versatility, really wish it was just vanilla for the purposes of sharing craft easier. Also a fan of how the 1.875m parts unlock earlier in the tech tree before you get full access to 2.5m parts, makes for interesting designs when scaling back down to size 1.5 for tech reasons. Much love keep up the good work, looking forward to any other content you add to the mod.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
I am starting to see why you're using B9 part switch after trying interstellar fuel switch, and yeah I can see the node attachments for stuff like the edgars and chines are hell to work with. On another note, I noticed the model and the origin for the 3 configurable rcs blister types are mismatched, as can be seen here: Another thing, any chance to rework the doors on banshee lift fans so they give a bit more space for things like structural wings to exist? Love the work as always.- 1,509 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Marxon replied to SuicidalInsanity's topic in KSP1 Mod Releases
Some suggestions for changes or additions I merely want to bring up, no pressure: The sideways slanted mk2 to mk1 adapter will be making a return? I've found quite a few uses for it but it no longer exists. A version of the end mount Edgar that could tilt a bit past 90 degrees or have thrust vents on the top and bottom so it can work backwards? Actually, maybe just an empty version of the casing that goes around it, just a thought. Shorter chine caps for the mk2 set. Mk2 rcs with a fuel type switch like the banshee, well... for most rcs pieces (btw I love the options given) (MK3X I know) Perhaps having the mk3 to mk2 cargo adapter have a hollow mk2 section for interior components, for example: extending a claw out the mk2 side from an mk2 nosecone. Also, I take it getting symmetry to work with the node point pieces is still absolute hell? I'm noticing if I attach to the nodes the symmetry fails miserably as if I rotate them just a bit on the yaw axis they invert, but if I put them "radially" on and nudge them into the same position they work fine. Another thing, did you end up ending support with interstellar fuel switch? Noticed while your parts can switch fuel which is great, unfortunately the stock mk2 parts cannot be fuel switched so there's still the matter of a lot of the parts carrying often unnecessary oxidiser, and your parts not accepting fuel types the fuel switch allows for. Lastly, keep up the good work! Your mods are honestly, my number 1 favorites.- 1,509 replies
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