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Everything posted by Spike88
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His last comment says that he might. @benjee10: I wasn’t planning on updating to 1.4 anytime soon, and then you had to release this.
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Not sure how you feel about part requests, but I was wondering if we could get some sort of support piece to make biplanes/triplanes easier. I see you use struts and I’m assuming the move tool to make your current biplane. Also, are there any plans to do an X-15/B52? Or any other of the experimental x-planes?
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Thank you kind sir. Edit: Getting 401 Unauthorized on the link. I'll try again later and see if it works then. Edit2: Not sure if there is anything you can do on your end @theonegalen, but the link is still coming back with a 401 unauthorized. I can see the link on your Spacedock profile, but it also comes back with a 401.
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Before I go through all the configs and edit then individually, is there a way to create a MM patch to move most if not all of the parts in this mod to starting tech? Playing with Community tech tree, and Unmanned Before Manned, it feels kind of funny to have rockets before basic planes, or even the X1(especially when I have the Taerobee X1 unlocked.)
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This is a noob question, but what is the main difference between the Proton currently in the mod versus the new proton? Is it an update of the current, or a different rocket under same name?
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I’ll experiment more when I get home, but with testing yesterday, the antenna in question would connect without Constellaion, but would not connect with constellation installed. Edit: Upon further experimentation, it seems to be an issue with the Taerobee probes not connecting when using BDB antennas. I was able to get the X1 fuselage to connect if I used a stock antenna.
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If you need any help, check out my Tac-LS patch for Cormorant Aeronology.
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I was having problems with RemoteTech(losing connection at about 70KM above launch pad(with 2.5 resize)). So I switched back to commnet with constellation, however I noticed BDB probes wont connect to the commnet with Constellation installed, is there something I should add to the parts configs to allow them to connect.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Spike88 replied to tomek.piotrowski's topic in KSP1 Mod Releases
If the rocket loses connectivity above the launchpad, what is the solution? -
Have you tried tweakscale? Also look at the infernal robotics part rework for more parts. is that the Ares rover by @-ctn- ?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Spike88 replied to Ger_space's topic in KSP1 Mod Releases
After doing some experimentation, it appears it's the 2.5 resize that's causing my headaches. With just a clean installed of KK, Kosmodrome, and 2.5x, I proceeded to fix the Kosmodrome positioning and then restart KSP. On the first restart, it deleted the items I had moved. I re-installed Kosmodrome to attempt again, and on second try it made my Kosmodrome jump a couple hundred meters into the air. If I select the item in the KK menu, it jumps back to the altitude I had saved it at first. Now I'm torn between deleting 2.5x or not using the Kosmodrome(I don't seem to have problems with the Floodlights, or SpaceX landing pad). -
I think he’s already resolved the issue, he posted a video of a Soyuz launch using the heavy.
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When Beale releases it, Hosbop. Until then Ike.
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If it hasn’t been stated, what’s a good range to set it at?
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When setting up a career, the failure rate in the options is the % it starts at and then slowly ticks to 100? Or is it the total % of a failure?
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Spike88 replied to tomek.piotrowski's topic in KSP1 Mod Releases
I ended up giving up and reverting to stock commnet, but using a 2.5x rescale with remote tech kept leading to my rockets losing connection at 70KM. I tried using the 2.5 multiplier in the options, to no avail. -
[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Spike88 replied to Galileo's topic in KSP1 Mod Releases
Is there any information on where the atmosphere ends in a rescale? I’m using a 2.5x. Is the atmosphere marking on the HUD accurate?- 310 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Spike88 replied to Ger_space's topic in KSP1 Mod Releases
I’ll double check with @Sigma88, but I think he wrote KKtoSD to ignore everything that doesn’t have a config to target it. Using a stock sized system is so much easier, but the rockets are OP. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Spike88 replied to Ger_space's topic in KSP1 Mod Releases
So basically I should remove KKtoSD, fix the placement of everything in the Kosmodrome, save and then re-install KKtoSD. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Spike88 replied to Ger_space's topic in KSP1 Mod Releases
After spending 10 minutes fixing the Kosmodrome a third time, I saved everything in place. On re-loading the game I realized everything that I had saved had disappeared and I had to delete the Kosmodrome and re-install it again. What caused this and how do I avoid it? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Spike88 replied to Thomas P.'s topic in KSP1 Mod Releases
After sitting through 3 hours of trying to get my KSP working again, pruning my mod list to see if it was a memory error, reinstalling KSP from scratch, etc. I stumbled upon @Tarheel1999's recent post on how 1.3.1-4 broke his game. Even though I had 1.3.1-5 installed, I decided to roll back to 1.3.1-3 and lo and behold KSP starts running again. Here's a link to the lost crash output, along with the Kopernicus Log: https://www.dropbox.com/s/u4b63ik7a6vtcy6/2018-02-11_170822.7z?dl=0 -
[1.3.1] LonesomeRobots Aerospace: HOYO CSM
Spike88 replied to silentvelcro's topic in KSP1 Mod Releases
Anyway to get these released? Even as a side GitHub link?- 92 replies
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