TT213
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Posts posted by TT213
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Personally I'd suggest using the 1.12.3 version (Properties > Beta tab when you right click KSP in your Steam library).
It's the easiest solution in my opinion, wether you wanna launch the game via Steam, CKAN or even the .exe directly
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Great mod !
Is there a way to set a specific variant as the default IVA suit ? It looks like it's doable when I look at the config file for TextureReplacer (@Default.cfg) but I'm unable to make it work.
Thanks in advance
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This looks absolutely goergous, you are insanely talented. I can't wait to play with that mod !
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1 hour ago, RJVB09 said:
I made a wiki page going into detail about the textures so you can take a look at that. Its currently super labour intensive to manually make a decent resolution nebula, however an editor is currently being worked on for a more intuitive workflow.
The nebulae don't work in the main menu screen, they only work in the actual game (when you're launching a rocket, or in map/tracking station view). If they still dont, then i'll need some extra info (your player.log file i.a.)
That was the case indeed, I didn't went further than the main menu.
Apologies for that and thanks for your quick help, it works perfectly !
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I don't know what I'm doing wrong, I follow the instruction within the .zip files but it doesnt work for me.
Ingame screenshot / Game folder (I tried without Astronomer's Visual Pack, same issue happening)
SpoilerThanks in advance for your help !
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On 7/8/2023 at 1:10 AM, Vabien said:
Just KEC-er, but you can also install KEC-er stock configs if you want footprints.
Will do that ! Tyvm
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I do not plan on buying KSP2 for now because it lacks the features that I like, such as science mode and mostly a lot of missing parts. But if that DRM thing is implemented, I am 100% certain I will never do it. KSP2 does NOT need it, even for multiplayer purposes. And I sincerely don't wanna support that move, even tough I love the license (over 1500h played on it). Please understand this isn't a rant, just me being worried of what could come after that. All I want is for KSP2 to shine, not to be a sad glimpse of what great things it could have accomplished.
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3 hours ago, alfrank said:
By profile name do you mean the name assigned to the game? If I understand you, each time I want to go to sandbox mode I need the change the name of my career mode. Is this correct?
He meant that you cannot have 2 saves with the same name, the new one will replace the older one.
To put it simply, if you create a sandbox save named "alfrank" when you already have a career save named "alfrank", your career save will be deleted and there is no way to recover it.
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Hello,
Sorry noob question, but I don't understand how to install the mod.
Do I select (in CKAN) both Kopernicus Expansion Continued-er and whatever Kopernicus Expansion Continued mods I want ? Or is KEC-er a "bundle" of everything ?
Thanks in advance
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I was wondering, will we have more advanced physics ? Compression lift for example, or improved bouyancy.
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On 9/30/2021 at 7:09 AM, Davi SDF said:
Although not supported, textures that haven't been touched by the 1.12 update (most fuel tanks, wings, engines or structural pieces) should work fine.
Oh you were right, I just didn't understood how the UI worked. Also, how do you store/load colors ? Clicking on the buttons while using a custom paint doesnt do anything sadly.
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6 hours ago, Judicator81 said:
Unfortunately, it's not so easy (if possible at all) to implement within current approach. Shiny parts (or parts variants) use special "specular" textures.
And SimpleRepaint just changes color property for any textures of part, but contains no additional textures on it's own.Okay ! No worries then
6 hours ago, Judicator81 said:Yes, it's a known issue.
Stock PartsVariants partmodule is not fully compatible with B9PartSwitch, and I can't really fix that.Hopefully they will then
Anyway as I said great mod, also thanks for answering I wasn't expecting an answer that quickly
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Really sweet mod ! I was wondering, is there anyway to get textures a bit more shiny ? The base game offers a "metal" texture/variant that looks really neat with your mod, but most parts doesnt have it.
I hope I'm not asking too much implementing a similar option (could be a simple on/off), because imo it's the only thing the mod is missing as of now.
(Also a tiny bug? If you switch from a white variant to an orange one (example), the paint will be gone and you'll have to select the previous paint/next one before reverting to the one you were using).
Other than that great job !
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Can anyone confirms the mod still works in 1.12 ? I downloaded it trough CKAN, not working as of now (Using Module Manager 4.2.1), all I get is a red/blue/green texture thing that looks like a template for actual painting textures. Thanks in advance
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22 minutes ago, Spricigo said:
We may have a better chance to figure out what is wrong with some details of your flight profile. Things like what is your pitch/AoA/vocitity/altitude at some points of you trajectory
I hadn't any exact SSTO ascent path before making this topic. Sometimes I was going up to 15km, reaching 1200m/s and going up again. Sometimes else I was going to 20°, keeping that angle then hoping for leaving Kerbin Atmosphere.
And as I said, it always failed. But now it works really great, much better than expected
I just need now to "optimize" my SSTO, and the ascenth path too.
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2 hours ago, Foxster said:
There's a few changes that could be made to help with that craft but it does look like it should make orbit OK.
I don't know the "best" way to make orbit with an SSTO (and it does depend on the craft) but what usually works for me is a gentle climb (~10°) until about mach1.5. Then climb a little steeper (~15°) until the jets flame out and then burn just above prograde until a decent Ap is made. Head to Ap and circulise.
Managed to make it by doing a little like you said, however with a little change !
The 2 Wisplash weren't powerful enough to reach Mach 1.5 at 15km altitude, I had to use the 4 engines at the same time to get an 70km apoapsis. A lot of fuel has been lost because of this, but I'm now in ~100km orbit, with 1500ms (Dv) left. I can now go on Minmus again ( finally ), but probably not travel back to Kerbin. I guess it's all about optimization now !
1 hour ago, GoSlash27 said:tt213,
If memory serves, the Whiplash works best if you dwell in the 18- 22km altitude range to max out the airbreathing velocity. Getting supersonic should be a breeze with such a high t/w, so shoot for 18 km and then slowly climb as you build speed from there. The nukes will give you a low t/w, so plan on dwelling at 43 km to build orbital velocity, then let it loft out.
Best,
-SlashyQuickly after being in stable orbit, I tried your method (partially combined with Foxster's one, about the 10° climb). Max speed of ~1250km/h at 20km altitude, did a slow climb trying to get at 40km altitude and lost ALL my vertical speed. By burning fuel for a long time, it has lost a lot of mass, and I finally got an ~70km orbit, but with only 800ms left
I don't know why it does that, I tried it both times and sadly it didnt worked as expected.
Thanks anyway !
1 hour ago, Just Jim said:I have two working SSTO's, a smaller one, which can do a seriously steep ascent with no problem:
And my big Diamondback;
I actually have a video of the Diamondback going into orbit (to prove it could make it without cheating.)
SpoilerIn each case, I had to launch them a few times, and experiment with different angles of ascent, until I found the sweet-spots. I also discovered the first one has a lot more range to play around with as far as ascents and all that, whereas the Diamondback has to be fairly precise each time, or it won't make it.
I would recommend backing everything up, then playing around and experimenting, until you find what you did that first time to get her to Minmus.... Then write it down!
GEEZ ! I made my flight path a little like you : 20°degrees until 6500m (what you did), then I aimed at 30° and at 10km altitude, I turned on LV-N engines : With an ~100km orbit, over 2000Ms (Dv) left ! WAY, WAY better than what I ever expected to get. Almost the half of the fuel unused too, and there wasn't any optimzation at all !
Thanks a lot all three of you, I can sleep in peace now !
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10 minutes ago, Foxster said:
There's a few changes that could be made to help with that craft but it does look like it should make orbit OK.
I don't know the "best" way to make orbit with an SSTO (and it does depend on the craft) but what usually works for me is a gentle climb (~10°) until about mach1.5. Then climb a little steeper (~15°) until the jets flame out and then burn just above prograde until a decent Ap is made. Head to Ap and circulise.
It does the orbit, since it's with that SSTO I've landed on Minmus yesterday. I'll try with what you said, hope it will works !
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Hello
Yesterday I managed (with some efforts) to put a SSTO on Minmus. That was the first time I landed somewhere else than Kerbin with spaceplanes, so you can understand how happy I was.
And because of that, I tried to do it again today. Sadly for me, I tried as much as I could during 5 HOURS.. with absolutely no luck. I always ended splashing down into the sea, unable to leave Kerbin atmosphere.
I know it's possible 'cause I did it yesterday, but I simply can't anymore.
Can someone please help me ?
I play with "stock" parts, and I haven't unlocked the rapier engine yet.
Main Specs of the SSTO :
- TWR : 1,08
- Total Dv : 7,383
- Dv with only space engines turned on : 1,021
- Mass : ~ 27 tons
2 Pictures :
SpoilerTHANKS IN ADVANCE for your help !
[1.12.3] Kerbal Wind Tunnel 1.3.1.1
in KSP1 Mod Releases
Posted · Edited by TT213
Wish I discovered this mod earlier, it's absolutely insane how game-changing it is. TYSM Booots for making this !