jeffreymelton24
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[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
jeffreymelton24 replied to rsparkyc's topic in KSP1 Mod Releases
this (thread?) post is probably abandoned but I dont know where to turn. i have an issue and its eating my brain! I am currently playing ksp version 1.12.3 I have RP1 express install which means RO and RSS also, and also with procedural parts, and fairings. now in an RP1 play through, all PF bases are made available at start....Only....I dont have access to all of them, namely the hollow flat payload adapter (the one the looks like just a white ring). its crazy because thats the one I need. There is another "flat" one but its like a half a meter thick and looks like a car rim. Why wont it make this availiable to me? please help! -
Hello all. I would love a solution to the problem i have, and been having for quite some time now, and that is Internal RCS sounds are not working while all the other RCS sound are working perfectly. I am currently running KSP with RSSRO and RP1 PLEASE PLEASE help! Its maddening
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[1.3] RCS Sound Effects (2017-06-12)
jeffreymelton24 replied to pizzaoverhead's topic in KSP1 Mod Releases
Hello everyone. I really hope to get some solutions for this because I really love this mod. I am playing RSSRO w/ RP1 and for some reason the internal RCS sounds dont work. the other RCS sound do work. its maddening, any reason why? i would love to fix this -
It may be just me, but I cant find how much EC my craft has in the VAB is that a thing or am I overlooking? Also I was also wondering (Because I havent been playing KSP2 and thus am not privy to its updates) if the DEVs have made EC go beyond just for transmitting science, meaning like for ship control it causes EC drain?? Lastly, If not being able to see EC amount in VAB is a thing, its terrible (kind of like not being able to see what missions you are doing in editor) and was also wondering if there are any mods out there that can remedy this? Any response is welcome! Thanks in advance! -Jeff Melton
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[1.12.x] Booster Guidance Boosted
jeffreymelton24 replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey guys I need some help understanding the UI of Boosterguidance, like what is max offset thrust range? Also, are there any tip when working with FMRS? -
RP-1 Realistic Progression One for KSP 1.12.3
jeffreymelton24 replied to pap1723's topic in KSP1 Mod Releases
I have a question. It will likely sound stupid and for that I apologize in advance. what are the ways in game that will help to be able to build launch complexes faster? they seem to take way too long to build, which causes mission failure issues and all sorts of things. What do I have to upgrade or unlock in r and d? Also, beyond that, what rp1 config setting is responsible to telling the game how fast to build LC's I would like to maybe adjust that for myself. thanks to all that took the time to read and reply. -
discussion Discussion - Community Category Kit
jeffreymelton24 replied to RoverDude's topic in KSP1 Mods Discussions
@JadeOfMaarThe reason why I asked this, is because. i do Like the original icons being there for each mod. i just dont like all of the duplication, and if what you told me to do would delete the duplicates and the original icons is what i am asking. -
discussion Discussion - Community Category Kit
jeffreymelton24 replied to RoverDude's topic in KSP1 Mods Discussions
@JadeOfMaarthey started with one of each icon, which i liked because it was an easy way to acces the mods parts. What would happen if i delete the file, GameData\Squad\PartList\PartCategories.cfg? I quite like the icons for my mods, I just dont like them duplicating over and over again? -
discussion Discussion - Community Category Kit
jeffreymelton24 replied to RoverDude's topic in KSP1 Mods Discussions
Hey guys I am hoping I have some luck here seeing as thsi may be the ground zero of where the trouble is in my game. first of all I cannot even begin to fathom the work that goes into making a plugin (TBH I still am quite vague on what that is), making a mod, or 3d meshed etc. I am reaching out for help. It more for sanity so that i may not have this hiccup in me game experience. anyways... In KSP , when I start a new game, be it Career, Sandbox, or science, in the VAB editor, if you click on advance mode, just below the subassemblies I see icons from a few of my mods. namely, Modular Launch Pads, Tundra Exploration, Starship Launch Expansion, Starship Expansion Project, and Near Future Launch Vehicles. When I noticed them, I though, "wow, how useful" I utilized them quite regularly. I even got brave at a point and made my own icon for parts that I want to quickly access in sandbox mode, because the amount of parts is unreal. All is good for a time, I launch a few missions, build a few more rockets and then. HUH, that's weird, now theirs 2 MLP icons, and 2 SEP icons, and they are identical. Anyways I am too busy building, I don't try to delete or nothing, thinking Ill just come back to it. Launch a few more missions. then BOOM! https://imgur.com/ewbF7pg So many duplicates! the worst part is, i delete all of them (accept for one each) and after the 1st scene change, its back to that. PLEASE PLEASE PLEASE someone tell me how to end this nightmare! -
Hello everyone! I have a question regarding testflight. I am not a modder per-se but I find myself in the configs, closing and reloading the game more than actually playing it these days. I have a few questions for anyone knowledgeable enough to help me. Please keep in mind that I know next to nothing about coding, everything that I have done successfully in the files thus far is by either looking it up online or referencing a part that does what I want another part to do and inferring what code does the thing i want, transferring that to the part in question, load the game, if successful yay! If not, close game, back to the files, tweak, reload game. I just wanted you to get an idea of my experience. by the way I am playing KSP with RSSRO/RP1/Realfuels/TestFlight/+other mods Can anyone please write a "fake" config that utilizes every one of the features so that I can take that as a template and utilize what I want from it? Another huge question is, I heard, you used to have to construct engine test stands and test fire engines, but they changed it. I would love to have the option to do that. is there a way? how would I go about that? I would love to be able to have the option to develop an engine from the ground up like in real life. I value everyone of you guy's time, I appreciate anyone who even reads this. I will await a response. Hopefully soon... thanks!
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I was wondering anyone could point me (and potentially anyone else that may be interested) toward information regarding configuring thrust curves for SRB's I cant find anything written or any video content on it. I have a vague, general understanding of what it is and how it kind of works, but i need additional information in order to really fine tune SRB's to how I would like them to run. Anything will help, thanks.
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Hello to anyone willing to answer my question. I really hope to get answers. i have 2 questions, with a little context sprinkled in there. 1. When I play KSP (BTW I am Playing KSP RSSRO, RealFuels, RP1 but my issues are not limited to this configuration) lets say I am building a rocket. I have the upper stage complete so I attach a interstage over my engines and upper stage no problem, before the 2 nodes (Green sttach point nodes) attach, they are about 0.5 M in diameter. I attach them and, Crap! I forgot to add some small radial sphere tanks for RCS, so i pull the interstage from the bottom of the tank only to find that the green nodes have expanded to 2.5 meters in diameter for no reason at all, it happens alot, probably all the time, but I didnt test for that. Why is this happening, how do i make it stop please? 2. when working with small parts for a small lander or probe, not only are the green nodes way way too big, they also do the magi trick that i mentioned above. i have also read regarding this that the visible node size is the last digit in the "attach node" sequence, and that 0 represents 0.5 meter sphere and theres 1 and 2 which are larger. Is there a way to make them smaller by, for instance using a negative number, because on smaller parts I am telling you its just a bunch of green blobs everywhere and its very frustrating. what can I do? i am going to try to give you guys a pic. I dont know how. Is there a mod that I can download that can change the size of these or am i screwed?
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Hello all. I am writing this to hopefully get some answers to what may be happening to me as I play with FMRS. I cuurently have FMRS on a RP1 Express install with RO and RSS obviously. I also have booster guidance boosted mod for the booster landing. My problem is here, and hopefully you can help me to where I dont have it any more. Anyways, say I am in a falcon 9 and I want to save fuel for a boost back and landing, so I throttle down, and then do a MECO, then I stage (If I kept the engine burning and stage, the engine will keep burning and thrusting even though I stage) FMRS doesnt register the separation, and I dont know why. Now when I stage with the engines full tilt, it will recognize it but my rocket gets messed up. i dont know what to do. please help! Also I am using booster guidance boosted mod to help me land boosters. is there a better way to do this, because i find it kind of buggy. I know mech jeb can do it but i dont know how. thanks much appreciated!
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dowloaded this fromn CKAN with express install RP1 and sounds for internal RCS dont work. none of them. any reason why?