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Would it be technically feasible to remove the launch clamps from the vessel part count? It may become redundant late into a career, but when you're limited to 30 parts having clamps reduce that number without being part of your ship is quite annoying.
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[1.12.x] Apoapsis Motors: Delta V, Done Dirt Cheap
KawaiiLucy replied to Starseeker's topic in KSP1 Mod Releases
The parts look amazing for simple 'modding exercise'!- 21 replies
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that satellite design is nice, gonna steal it for my future designs
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
KawaiiLucy replied to JadeOfMaar's topic in KSP1 Mod Releases
Where can I find the gud stuff? The links from the first post sends me to SpaceDock, where the last update was in 2021 -
What is your scatterer version ? Since scatterer had some major changes in version 0.8xx I think, most visual packs stopped working. There are workarounds though.
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
KawaiiLucy replied to Poodmund's topic in KSP1 Mod Releases
Give it a shot and tell us -
My kerbals would celebrate by going to the Mun in KSP if I had it
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
KawaiiLucy replied to Poodmund's topic in KSP1 Mod Releases
The best steps for getting help for troubleshooting is to share your log files. The obvious question is whether you have EVE installed? -
Further investigating has led me to find another typo, which has been bugging me for a long time: in 'clouds.cfg', there is a reference to StockVisualEnhancements in Thatmo's cloud definition. This has the consequence that if you tried to use OPM with for example Spectra it wouldn't work. The fix is simple and the cloud definition for Thatmo can be replaced by With this OPMVO works fine alongside Spectra
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Quick testing seems to point towards the file "planetMaps.cfg" to produce the issue. I might look into it in the coming days, no promises. Edit: It was actually just wrong file paths to the textures. Replace the context of that file with This should fix it.
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You have two modes: - high thrust, low efficiency : LF+OX+LH2 with tank proportions 1:1:2 - low thrust, high efficiency: LH2+OX with tank proportions 1:1 Ideally you want to switch mid flight once you reach greater altitudes. Since it is a booster engine you need a lot of thrust on the launchpad, so you use the less efficient mode. But for max efficiency you should pack more LH2+OX and a tad bit of LF+OX+LH2 just for the beginning of the flight for extra oomph. This is just a dummy example: Such a booster will still mainly run on LH2+OX once high enough. From top to bottom I have a LH2 tank , LF+OX tank, and then big LH2+OX tank
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Did a little mission to Dres: Sending a ScanSat satellite to polar orbit (2.5x scale) Burning into orbit around Kerbin: On escape from Kerbin: Mid-course inclination change: Final Dres Insertion into polar orbit
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[1.12.x] Near Future Technologies (September 6)
KawaiiLucy replied to Nertea's topic in KSP1 Mod Releases
Friendly reminder to those who want to try out the dev version of NF Electrical to also download SystemHeat (which is not listed in the dependencies for the previous versions). Else the reactors won't be able to produce any electricity... A pending pull request on github already exists, and it includes the fix.