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space_powder

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Everything posted by space_powder

  1. Damonvv did not create Kerbal Konstructs, why should he know?
  2. I'm assuming this won't have Buran part variants like Cormorant Aeronology? Still, I'm looking forward to flying this bad boy!
  3. Because this isn't supposed to be a 1:1 replica? It's designed for a 2.5x size system and not RSS, although someone correct me if they can
  4. Y'all got a way to easily control 2 boosters at once? I looked into kOS but I'm too big of a dummy for that, TCA Squadron Mode doesn't really work the way I want it too, and Burn Together is quite hard to setup right. Are there any other alternatives you guys know?
  5. Playing on 1.7, I have all the latest versions of the dependencies, but almost all the pads are missing, the T4 VAB and other stuff. Roads are scattered around and trees exist no more Will send a pic once I open the game unless it fixed itself EDIT: Apparently it fixed itself and everything is fine now!
  6. Simog also mentioned Duna and Eve looking pretty funky, but messing with the atmoscale doesn't fix them at all. Anyone found a way around it?
  7. I can't launch the Titan II GLV from LC-19 because it says the craft is too big, is it because I'm using the Titan Launcher Platform from TSC and that makes it go beyond the size limit?
  8. What main settings config? I only have the SolarPanels and System configs in Kopernicus.
  9. There is no actual F9 skin, only Tundra ones. If you want the real deal with original decals and all, I recommend KK's launcher pack.
  10. For some reason I don't think the sunlight intensity config works, because I don't see any difference and my pictures don't look as good as yours. I made a new .cfg file in GameData > Kopernicus > Config and named it Settings, pasted those sunlight settings in but it doesn't seem to do anything with the brightness at all: EDIT: Running 1.5.1
  11. Can confirm, my delay time was 3s and seems like Damon is correct, it doesn't remember the settings.
  12. Not sure if anyone else has this issue, but I've been using the latest Tundra Exploration parts, and when I decouple the upper stage from the first stage and use FMRS to jump back to the latter, the upper stage decides to teleport back into said first stage and blows it all up, sending parts flying, even though the two stages have a lot of space inbetween them after decoupling. This is on the latest version on FMRS
  13. Has anyone discovered a reasonable fix (not slapping 100 separatrons on the rocket) for the decoupling issue? Even though I use 3s delay on FMRS so the upper stage has clearance, once I jump back to the 1st stage the 2nd stage instantly teleports itself, clipping through the interstage, destroying the grid fins and making the 2nd stage spin like crazy
  14. So if I want the expandable plumes for F9, do I need only SmokeScreen for them to work, or can I keep RealPlume and RealPlume-Stock for other mods that use it?
  15. Seems like there are only 2 engine modes on the Octopus now, AllEngines and CenterOnly, because even the description of the part says "This cluster of engines are equipped with 2 modes". Am I missing a dependency This is on 1.5.1 with a hefty amount of mods (and the updated Ghidorah 9 parts from the github)
  16. Can confirm, playing on 1.5.1 and it works in 2.5x rescale, just the pads aren't near the shore anymore. Dunno how to move the entire KSC so I'm fine with this
  17. Don't you need Making History to launch from other pads? Or has this been fixed somehow?
  18. I can see the second stage engine doesn't have the orange pipes anymore, now replaced with grey ones. Will this be the same for the first stage engines? Gotta keep my rockets nice and futuristic with no funky things like hazard stripes
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