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Everything posted by Toonu
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Why can't the central core launch itself from the barge to the cape? It is not flying over land and can work. Except the losses by restarting engines, chance of crash or failure and sooo much.
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I haven't been at SpaceX news feed for some time and just saw that Falcon 9 with BFR there, is it current plan to test the BFR or is it just fake?
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I won't dig into your calculations of launch cost, because I also think, only launch cost should be included (not vehicle costs, maintenance and other stuff mentioned before) , not cost of whole program divided by launches. The problem is, do you really think it would get better with new administrative of so called Space force? You know how hard is to push trough new (expensive) programs too and how much it get ovet their budgets at the military. (Looking at you F-35 and other programs...)
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Okay, thanks for your efforts. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Hello, after contact to the BDA, I think it can be, because Physics range extender don't register KK statics as ground and thus crafts load underground in the scenario. Do you think it can be the issue or how to fix it? -
The results are that the KSC runway is perfectly fine which suggests the KK/KS can be the problem? How to fix it then?
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Yes, I am using latest version of BDA > bundled PRE. I will try stock KSC runway later today and let you know here.
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The jitter is okay, but the spawning underground is the issue. I can live with jitter, its part of KSP since alpha . When I load KSP and every craft on ground explodes, it is a problem.
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Hello, there is jitter in my game on all crafts and most also spawn underground under KK bases, this is serious issue and make the game unplayable, the crafts also jump around and overall it feels bad. Aaaaand, here's the log... https://www.dropbox.com/s/v9kh5v6lqsehrsk/KSP.log?dl=0 I would be very thankful for any help with this issue. On KK thread, they said it's not issue of them but physics range extender, which I have set to 30km to try make KK bases load within this range.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Okay, thanks for reply. Will contact BDA then. -
Hi guys, will BFR with two side Falcon 9s work as bigger Falcon heavy or is it more efficient to send the core than spend more fuel on side boosters? (I know...speculation...)
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Hello again, the problem is still unresolved though I changed range extension of BDA to 30km. It loads fine, but when I warp time forward and then stop = load physics again, things starts to jump and lag as seen in video bellow. Crafts are still underground in most cases or jumping around - like the planes which ended like in the video. Aaaaand, here's the log... https://www.dropbox.com/s/v9kh5v6lqsehrsk/KSP.log?dl=0 I would be very thankful for any help, @Ger_space -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Is there way to increase the range then? @Ger_space -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Toonu replied to Ger_space's topic in KSP1 Mod Releases
Hello, I am using your mod in one project in KSP with friends. I spawned my crafts normally, they are sitting on or near bases from KK/KSide, but when some other person tries to spawn his crafts (after I sent him the save) my crafts dive into the ground and explode. We are also using Physics range extender linked with BDA, so bases far away can be maybe unloaded in KK but loaded crafts via BDA? -
Thank you, the plane was already "fixed" (it was good, but is superior now ). No full pitch stall issues and other problems. Also, when using canards, you suggest to put it to -100AoA or make lift when turning by being horizontal to flow?
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The plane is good when I decreased the deflection, but is there a way to make the plane more maneuverable at the same time, because with lower deflection, it turns worse... (8 degrees) + how simulate full deflection? I can see only full flaps etc...
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Hello, stall of elevators while at 100% input can be decreased or removed by enlarging the wings or just limiting the degree of the surface?
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Toonu replied to Angelo Kerman's topic in KSP1 Mod Releases
Hello, is the Airpark working on 1.4.5? -
When setting up gun and its ammo. How I can know if the gun penetrate exactly 100mm of armour..or...250...350...etc? Git documentation is bit outdated.
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We need a names for Block 5 boosters....the B1046.2 is...not ideal...
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One more thing, my plane when attacking ground target with guns always shots bellow target (due to gravity probably). But if I put the guns up, the plane miss other planes and overshoots them. Any ideas?
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DARPA selects Boeing to work on XS-1
Toonu replied to StrandedonEarth's topic in Science & Spaceflight
Just an idea. If the carrier plane will be specialized to launch it from some place to not affect its own flight path, would it be possible to take fuel from the plane itself to speed rocket and plane together before launch and flying with own fuel? I know the plane would need to be able to handle supersonic speeds but we had such planes for long time.