RunaDacino
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Everything posted by RunaDacino
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
RunaDacino replied to JadeOfMaar's topic in KSP1 Mod Releases
For people using ASET avionics and the OPT J HT cockpit with IVA, and are confused how to use the HSI/ILS to land: Set nav 2 before take-off to 108.5 for approach from east (9), 110.1 for west (27). You can set both and use the arrow thingy at the bottom to quickly switch when you overshoot. I'm posting this here because it doesn't have RPM MFDs for NavUtils Continued and instead requires a more hands on set-up on launch. Also, if nothing works there's 2 big red shielded buttons on the bottom that you gotta flip. They're BAT(tery) and BUS. -
For people searching and wondering, Using latest version of Near Future Tech, 1.12.5 - the MPD thrusters appear to break due to this mod. The electric charge consumption disappears even without time warping, causing mayhem with thrust/deltaV calculations. It also appears to cost time delay, as after removing the mod I went from 20% to 35% for my 399 part craft. The electric charge returned.
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Heya, is there a chance the MFDs could be set-up like the MK3 DE-MAS is set-up? Or alternatively, there to be a IVA switch option to such. Reason I ask is that I had to disable the auto-upgrade cfg in MAS because it broke some IVAs (OPT Spaceplane). The MK3 command pod with the "DE-MAS" IVA offers one screen that has the more advanced maneuver planning/mechjeb integration (return from moon, display what biome you will land in, etc). while the rest remain as JSI RPM with all the functionality (including NavUtils continued, as useless as an aviation HSI/ILS is in the command pod - still, it's why I had to disable the cfg for "upgrade all RPM".)
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SSTOs! Post your pictures here~
RunaDacino replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I arrive with more spaceplanes. This one, on reddit, had people ask: "how the hell is she stable?!" So, I dump FAR data as well as pics: -
Hello! I've tried searching, but came out empty. Using Procedural Wings, how do I best go about setting up leading edge slats, flaps and other leading edge devices in FAR so that they respond appropriately to control input? I want to try and enhance my spaceplanes' low speed performance without making their wings too massive. Also to earlier question: I'm using Kerbal Foundries. The wheels are often larger than even thicker wing settings I use when scaled sufficiently for ground contact with maximum strut extension. However, I did find ways to minimize their drag so it's fine.
- 935 replies
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- aerodynamics
- far
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[1.12] B9 Procedural Wings Fork, Modified
RunaDacino replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello! Does anyone know, have a tutorial for setting up slats and other leading edge devices with procedural wings? Especially for thicker wings. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
RunaDacino replied to JadeOfMaar's topic in KSP1 Mod Releases
Hello! Is there anything I can do to configure whether the cockpits use MAS or RPM displays? On the OPT J QS02 cockpit, the MAS MFDs do not work for me. Even when they intially worked, they lack the navUtilities continued mod for landing assistance and well... landing OPT planes from IVA is a bit hard without a localizer to line things up. -
Hello! I'm using this mod with OPT spaceplane. Originally, the monitors worked. I landed the plane, recovered it with KCT and tried to use them and they do nothing. The RPM monitors work fine. Oddly, the cockpit has both MAS and RPM monitors present - the flight nav side has RPM, the pilots have MAS (which I wish was the other way around! RPM has Nav Utils Continued for landing aid, while the MAS ones are super stripped down). Is there any configuration or modification I can do? It's the OPT J QS02 B cockpit. Either to force RPM for pilot MFDs (and make the navigator MFDs use MAS, rather than a hard switch), or fix the displays not working, or port the nav utils to MAS.
- 1,006 replies
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- iva
- rasterpropmonitor
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RunaDacino replied to RoverDude's topic in KSP1 Mod Releases
I wish the "Customized Kerbalnauts/Kolonists" option was more granular. That is, have the ability to hire higher level kolonists separate from their personality - I like their personality being kinda random even if the effects are minimal, but doing WOLF stuff and needing dozens of kerbalnauts means I do need the higher level option. Edit: If you allow customizing, set hire level to 2 and turn it off - all new hires will be random AND level 2. This feature exists, in a kinda indirect way. -
Is there an easy-ish way (using configs) to set-up a cockpit to use the same IVA, except there's a MAS and a RPM version? Nav Utilities continued is only on RPM, and MAS has no landing indicator for OPT cockpits.
- 184 replies
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- bluedog design bureau
- airplane plus
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Ran into MM errors as well, albeit only for a single stock part. I cannot upload the full logs to pastebin as it crashes/refuses for size, but this should be the relevant part. Edit: I found the cause The bug is caused by Mk3 Shuttle Mid-Deck IVA Refurbished Somehow, it confuses stuff. I thought to fix it by adding it to parts.cfg in DE_IVA's folder but I thought it might break stuff so I uninstalled for now. I got MK3 stockalike extension anyhow.
- 184 replies
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- bluedog design bureau
- airplane plus
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I have added 2 in-line workshops, 1 orbital workshop to my orbital construction station. For some reason, the in-line workshops took ownership of the docked kit and I cannot construct it as "it must be landed." Is there anything I can do to fix this? I spent 80 days assembling the kit and deploying it. I want to finish constructing it.
- 1,554 replies
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- ship construction
- launchpad
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Is there a trick to getting accurate deltaV readouts in VAB when designing things? I often end up with a lot of deltaV left over (sometimes a whole thousand!) on my launch vehicles. I'm not complaining since it is far faster ejection burns but... it's also more expensive and I'm constantly broke. I'm using Near Future 5/7.5M tanks as my launch vehicles using the multi-couplers (like 4-6 etnas or fujis)
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
RunaDacino replied to Nertea's topic in KSP1 Mod Releases
It feels like Kerbal Engineer's readouts are fairly inaccurate - oscillating at times between 2800 to 3600 with some of my rockets. Which of these should I trust when planning maneuvers? The highest/lowest readouts? It's using Poseidon in LH2 mode on a giant mobile space station/interplanetary spaceship. -
SSTOs! Post your pictures here~
RunaDacino replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My new SSTO design for bringing 20 kerbals (16 passenger, 4 crew) to Munar orbit and back. This is her test flight to LKO and back to runway. ( https://imgur.com/a/f3MgGYb This was done in FAR. These are the stability derivatives at various points. https://imgur.com/a/f3MgGYb. She has 3 pairs of elevons - 2 near wing tip of different sizes, 1 on the slanted wingtip proper. She has 1 spoiler and 1 flap pair. The V tail thingy acts as both elevator and rudder. Atmospheric autopilot is a must for managing trim on all these control surfaces. Her KCT build time is 44 days at 1.15 BP/s, but should hopefully refuel/refurbish in a day or so. Honestly, given I quicksave pre-landing at 10 km high and keep trying until I hit the runway to learn it... doing it in sim mode from KRASH and ALMOST making it feels great. -
I recommend State Funding and Strategia. State Funding is passive income from bases and stations. Strategia gives you "Programs" that give you 400% milestone gains for that body until you fulfil the program. Also contract packs like the tourism ones. Tourism Plus or Expanded has an option to increase payout, and then you get paid a million for a mun flyby with 8 tourists in 7 days. Do it with KCT and it is still challenging to pull off.
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Designing new spaceplanes with my bunch of mods is a nightmare of "Spawn on runway and spin rapidly to the right and explode from weird phantom forces". My rule of thumb about tail/bicouplers turns out not to be a universal fix and iterating over every single part by reverting to hangar is... tedious with the load screens. So I wonder if there might be a mod or someone capable of making one that creates an overlay like the "F12" or FAR displays that'd show such forces and highlight parts that generate these forces. I tried "Debug Stuff", but it is not helpful for my debugging purposes.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
RunaDacino replied to RoverDude's topic in KSP1 Mod Releases
I made an enormous mining probe conveyor using Duna logistics modules, probe cores and MEU-500 drills. I got them to Minmus, landed them all and... noticed that apparently my meticiously set up drills all became dirt drills on all 4 probes. This killed my mood significantly, and so I want to fix them with save editing but I cannot seem to find where it keeps track of what bay is set to what. Wonder if Kerbal Construction time or reverting my first launch caused the issue. Edit: You go to SwappableBay and alter currentLoadout to the index/number of the module you want, starting with 0 for dirt. -
Hello! I've wrote a few patches for myself for improving my experience with Probes Before Crew and a bunch of mods that weren't natively integrated. For most of them, it worked perfectly. Unfortunately, there was one mod - Kerbal Foundries Continued - where apparently my :NEEDS[KerbalFoundriesContinued] was ignored by the MM. After changing it to normal KF, it worked. Reason I used KFC was that CKAN said its identifier is KFC not KF. Should I always use the folder names for patches, regardless of what CKAN says? What happens if there's a big folder with submods - like how USI has all USI-developed mods under 1 big folder. I stared at https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook but found no answer. Edit: I cannot delete my dumb posts. I finally found it. The stuff within the needs section is based on either: A plugin .dll with the same assembly name. A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod] A FOR[Blah] defined would allow NEEDS[Blah] I am blind, sorry for the needless question/spam.
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[1.12.x] Near Future Technologies (September 6)
RunaDacino replied to Nertea's topic in KSP1 Mod Releases
I've searched and noticed others remark about the 5m fairing textures being... janky. Has anyone found a workaround, or is it sth I just gotta live with?