Ironcladsix
Members-
Posts
38 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ironcladsix
-
I absolutely adore this parts pack. My only issue is that the file structure is quite complicated once you install legacy and the reconfig file. For purely stylistic reasons, I am trying to change the exhaust plume on the J81 to a more realistic version but changing the animation file path appears to have no effect. Can anyone tell me what I am doing wrong? Thanks in advance.
-
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Ironcladsix replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes. I maxed out the tech tree on Nertea's mods and decided to keep going. KSPIE is really quite finicky but eventually I did work it out. Thank you. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Ironcladsix replied to JadeOfMaar's topic in KSP1 Mod Releases
Is it possible to reconfigure OPT tanks to hold cryogenic liquids like ammonia? I tried adding the config to OPT_B9PS_Cryo.cfg but nothing happened. -
Sorry, I stepped away from KSP for a while out of frustration because I couldn't produce the right parts. I need to make some alternative shaped pieces for the HX line from B9 Aerospace with as much of the HX functionality built in as possible. All in I have the beginnings of about five parts and I need a total of about 8 or 9. Many thanks. J
-
Whose idea was it to drink cow's milk 'cause that is objectively weird.
-
Hello All. As commented on in another thread, I've been trying to get some custom parts made up so I can make a ship I really want to build. Unfortunately I don't even come close to having the skills to create these models. Now, thanks to Nivee I now have the models I need but I need them textured and I need config files for them. Would anyone be interested in helping me out? I am happy to pay for good work. Many thanks. J
-
Bad science in fiction Hall of Shame
Ironcladsix replied to peadar1987's topic in Science & Spaceflight
I don't get why star wars fans are offended by whatever it is they're offended by but the use free fall bombs in microgravity doesn't bother them. -
How to do precision landing?
Ironcladsix replied to Nivee~'s topic in KSP1 Gameplay Questions and Tutorials
1) Landing within 3 km over a distance of 11400 km is actually superb. 2) Landing with 100 meters consistently is probably not possible. I've managed to get my CEP down to about a quarter kilometer which is usually plenty good enough with the lunar tractors I've built. 3) The technique I've employed is to first get myself into an orbit which takes me directly over my target. An orbit on the order of 100 km is ideal. You don't want to be too low as this makes it hard to burn off lateral velocity. Too high makes it expensive to burn off vertical velocity. Wait until you are approaching your target installation and burn retrograde as hard as you can. You want to come to a near complete stop relative to your target installation with the installation just very slightly ahead of you. Burn until your orbital predictor shows you will impact the mun just about a km or so short of your installation. Now remember that you cannot control lateral and vertical speed. You can only trade one for the other. This is why you needed to come as close as you could to a dead stop. As you burn to kill your horizontal speed you will gain lateral speed relative to your installation and will therefore tend to begin to overshoot it. This is why you needed to apply some lead at the beginning. Now, depending on the performance characteristics of your lander, this next bit can vary but the principle is to fall as far as you dare until you get to the point where you have just enough thrust to burn continuously until your vertical speed drops to about 5 m/sec within a couple of tens of meters of the surface. this will minimize the amount of time you spend picking up horizontal speed. If you've done all of this right you should land within a couple of hundred meters of your target. -
How to make adapters...
Ironcladsix replied to Nivee~'s topic in KSP1 Modelling and Texturing Discussion
That second one actually looks pretty cool. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Ironcladsix replied to blowfish's topic in KSP1 Mod Releases
Is this a good place to suggest changes or additions to this mod?- 640 replies
-
- spaceplane
- parts
-
(and 1 more)
Tagged with:
-
Modelling practice required
Ironcladsix replied to Nivee~'s topic in KSP1 Modelling and Texturing Discussion
Hi there. I need a little help modifying some relatively simple parts to make a ship I really want to build. I'd be willing to pay for the work so maybe we could help each other out? -
Should there be hard point on the VLS cells for mounting missiles? I love the look but I don't actually have any ordnance.
-
Would there be any way to engineer a turret as a dual rail gun mount? I want one for a ship of my own creation but don't have anything like the skills.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Ironcladsix replied to Nils277's topic in KSP1 Mod Releases
Hello Nils277. I freaking love your mod. I'm using the algae farm right now and I'm trying to modify the config files so that it runs on nitrogen and ammonia instead of ore, however when I edit modsupport>parts>lifesupport>Container_Algae.cfg to replace the ore input with nitrogen and ammonia I can see in the parts list in the SPH that the inputs have changed but I still can't get the container to run without ore when I actually load the vessel to the game environment. Can you tell me what I'm missing? Many thanks. J -
KSP Interstellar Extended Continued Development Thread
Ironcladsix replied to FreeThinker's topic in KSP1 Mod Development
Thanks. Do you have a Patraeon account? This mod is awesome and is basically 99% of why I'm still playing this game. -
KSP Interstellar Extended Continued Development Thread
Ironcladsix replied to FreeThinker's topic in KSP1 Mod Development
How do I get solar wind to the refrigerator then? -
KSP Interstellar Extended Continued Development Thread
Ironcladsix replied to FreeThinker's topic in KSP1 Mod Development
Thank you. There seems to be a problem in that there is no solar wind process option on my ISRU processor but there is on the refrigerator. -
KSP Interstellar Extended Continued Development Thread
Ironcladsix replied to FreeThinker's topic in KSP1 Mod Development
I have read this thread and the KSPI-E wiki but I can't find any documentation on what modules I need to refine helium-3, deuterium or liquid hydrogen from regolith. I assume I need a regolith drill or a universal drill but what do I need after that? -
Is there any way to get this to spin? I love the design but can't get to rotate.
-
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Ironcladsix replied to blowfish's topic in KSP1 Mod Releases
Yes, now it works. Thank you. Do you have a patraeon? -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Ironcladsix replied to blowfish's topic in KSP1 Mod Releases
Thanks for your help. I have removed extraplanetary launchpads and reinstalled the others. I am now getting a generic fatal error message. Here is the new log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing Edit to add, if it matters, I do all of my mods and so on via CKAN. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
Ironcladsix replied to blowfish's topic in KSP1 Mod Releases
If I've done it right, this is the output log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing