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Everything posted by Andon
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Andon replied to ferram4's topic in KSP1 Mod Releases
So, I have a minor gripe with the latest FAR build. A number of rockets that worked previously no longer do. They get to about 5km up before keeling over and flopping around like a fish. At first I thought it was just the new rocket that I was attempting to build, with no success, but after loading a few of my .22 rockets, they do the same thing. Any ideas on what's changed to cause this, and how I should build around it?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Millenium Falcon - hopefully the final buildup
Andon replied to a topic in KSP1 The Spacecraft Exchange
For the cockpit visuals, why not just use the Cupola IVA on the Falcon pod? sure, it's a bit of hacking at part configs, but might let you fly it from in there. -
Universe Replacer works spectacularly with 0.23 with no changes needed.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Andon replied to Cilph's topic in KSP1 Mod Releases
Out of curiosity, does this address the Mechjeb/RT2 interactions? -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Andon replied to nothke's topic in KSP1 Mod Releases
I figured you had some part in it. It's a great improvement to FAR for other mods. And having these things work as intended is really nice too -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Andon replied to ferram4's topic in KSP1 Mod Releases
I BELIEVE that's because FAR adds a little bit of lift to some/all of the pods (Including the MkI pod). Not a lot, so you won't really notice it, but it might be enough to knock the indicator funky if you're using a few fins.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Andon replied to nothke's topic in KSP1 Mod Releases
@nothke: So, was reading through the Ferram thread when I found this: so a simple modification to the config.xml file found in GameData\FerramAerospaceResearch\Plugins\PluginData\FerramAerospaceResearch will allow you to specify what you want. However, that being said... This is now in the config.xml file: So these will work with FAR now, without any further modifications. -
Or: How to kill your computer with rockets! And now for mine - Spaceplane "Stubby" that can't quite get to space.
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Oh, this is just what I needed. I mean, it's nothing to howl at the moon about, I'm generally a pretty down to earth guy... but when it comes to puns, man I can shine like the sun. I can really run rings around some people. Alright, I'm done for now. Also, might I suggest that three days is a bit over-the-top? I mean, three days inactivity pretty much means the thread is dead. Oh, and I feel that this is relevant to the thread.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Andon replied to Starwaster's topic in KSP1 Mod Releases
It's seeming to me that DRE doesn't really work with .23 - I haven't had any bugs taht I can tell.. it just doesn't do anything.- 5,919 replies
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- reentry
- omgitsonfire
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I'm really not sure how I accomplished this. The nose intake fell off on an earlier landing... but otherwise a perfectly intact upside-down landing.
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OK, so I've found that this plugin is fantastic. My ONLY issue so far has been that it doesn't calculate fuel lines for Dry Mass (Which I've been using to calculate RocketPart usage for Extraplanetary Launchpads... yes I know, very VERY specific)
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OK! One other thought. KAS has something where a kerbal can attach things to the ground. I haven't extensively used EL (And what I have has been entirely in space), but the ground-based launchpads could benefit from being completely anchored to the ground. Would certainly help on non-perfect surfaces. Not everywhere's going to be a Minmus frozen ocean... EDIT: Also, for those interested, the RCS Build Aid plugin will also list the Dry Mass under its "Markers" tab. Just multiply that by 400 for Rocket Parts. Just make sure to uncheck each of the boxes.
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Resources. While I am happy that multiplayer is going to happen, resources seem like they'd be a lot mroe fun and would add a lot more depth to the game.
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Yeah, hex objects are a PAIN to mount radial things onto because they're either buried in the surface or floating above it if you do half of the symetries.
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So it's Dry Mass x 400? Not bad.
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There's a few thoughts I've had as far as EL goes. Most involve 3d models which I may attempt to do (although I'm terribad with textures so i'd need someone to texture them), but one has been coming back repeatedly. It would be really nice to be able to see the amount of rocket parts a design will use while still in the VAB/SPH. I've founf it annoying to design a vehicle, switch to my orbital dock, load up the vehicle, Find it's more parts than I have, and repeat.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Andon replied to Majiir's topic in KSP1 Mod Releases
1: It does that overlay. Can't really be helped. 2: Scanning doesn't start until you tell it to start. Either bind the scanner to an action group and use that action group in space, or right-click and activate the scanner. -
I haven't run into that issue so I'm afraid I can't help with it. I did have a thought for an eventuallity with KAS - If a Kerbal is carrying a container, perhaps have a "Grab and store" option for things they can grab. As it is, they have to drop the container somewhere, grab parts individually and then store them individually.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Andon replied to nothke's topic in KSP1 Mod Releases
Nothke has explicitly said that these are not intended to be cargo bays and isn't going to make them as such. It wouldn't be a bad mod, though. B9 is a HUGE amount of parts for just cargo bays, and some of the other ones aren't very nice looking. What I would like to see is a 2m to 1m adapter that's the same style and also hollow. Adapters are a "waste" of space since they don't do anything BUT change sizes - if we could shove stuff inside them, it would be fantastic. -
I definitely agree that the Auger needs a new model that's easier to use and also more visually appealing. To be honest, that applies to almost everything in this pack. The utility is nice, but some of the models... are not. No offense intended but they could really use some work.