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Xt007

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  1. With Janitor's closet you can always just perma prune parts you don't need.
  2. Excellent mod! Quick note for anyone doing a career mode with this and kerbalism, I'd suggest setting your science multiplier to 300%.
  3. @linuxgurugamer Basically what I noticed in the earlier release was that between the mm config patch for this part in the mm scripts folder and the config in the part folder had different values for the camerPosition. I don't see that difference in the current release so looks to be good!
  4. @Steetwind Antenna behavior depends if you've got Real Antennas installed. If you do, kerbalism follows that mod for transmission. With stock your transmission rate drops from the base rate depending on range of the antenna and how far out the vessel is, regardless of relays. They help a bit, but mainly exist as a way to maintain signal and control of a vessel that may not otherwise have the range on antennas it has.
  5. Playing through with bdb 1.14 and the main branch of skyhawk, I can say the balance is fairly close. I do feel the unlock of the mercury era stuff could be earlier as I had to orbit and land on the moon and orbit venus to unlock mercury. And that's without unlocking any plane related nodes.
  6. I use the science core probe. Not the procedural avionics core. If you want both so you have control of the probe that works as well.
  7. @ColdJ Thank you! I knew it was a noob question lol I've cloned the latest .mu plugin and am running bfa 4.1.1 Very glad you recommended it because I love what blender can do but WOW is the interface intimidating.
  8. Just dipping into bforartists. Noob question, when I render an mu I imported it's shaded but in the editor it is not. Any way to change that?
  9. Enjoying an RP1 playthrough with this mod!
  10. Only thing with the available info I can think of is, do you have a probe as the root part for your isru? Typically background isru type stuff will only function in the background with some sort of "command" pod/probe
  11. No methalox configs, but https://github.com/tinygrox/RealFuels-Stock.git if you haven't already checked it out. You could write your own config doing the math to approximate them.
  12. Thank you for teaching me something! @Charle_Roger
  13. Seems reasonable to me. Not going with LOX does fit more in line with stock gameplay of a simple overarching oxidizer. For realism then NT0 makes sense since both Soviet and American hypergolic rockets used NTO. Although if you're doing this it makes sense to me to change liquid fuel (one for planes and another for rockets) since there never was a rocket that used kerosene and NTO that left the launch pad.
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