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Everything posted by Spanier
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
[quote name='Ven']Argh! This never seems to go away! Ok, I've fiddled around with the config some more, so hopefully the scaling will be fixed now. *crosses fingers.*[/QUOTE] Thanks for fixing, but I think the TR-18A Decoupler is also too big :sealed: Edit: More bugs [url=http://imgur.com/YW2DfF9][img]http://i.imgur.com/YW2DfF9l.png[/img][/url] Many engines don't have an "engine" module, and for some reason, there is a *outdated* Skipper in TechTree node 0. And yes, the engine is too small. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
I noticed another rescaling bug in the prerelease: The "SC-9001 Science Jr." appears somewhat too big. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
[quote name='robson1000']I have a problem with Realchute and Stock part revamp. Mk-16 looks like on the picture, and patch for Realchute does not loading correctly. [spoiler=Pictures:] [url]http://i.imgur.com/NnpEmAI.jpg[/url] [url]http://i.imgur.com/PpKqLFP.jpg[/url] [/spoiler] KSP.log: [URL]https://www.dropbox.com/s/s3ear0p74hoa478/KSP.log?dl=0[/URL] I have only realchute, and Stock part revamp installed.[/QUOTE] Where can I find the fix for this? Edit: Solved by using prerelease. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
I just now realised, how well crafted the textures from Ven are ... -
Did someone adapt this ribbon generator for the outer planets mod?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
Yes, indeed. I now also reinstalled Real Chutes, but the problem remains. I'd anyway wish, that the RCS block für the small capsule also featured a docking port and a parachute. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
As I have a lot of different other mods, and I don't want to search for the error for hours, is there an easy workaround fix? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
I used the download from CurseForge, but I now downloaded the Github version and installed it, still the same result ... -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
How do I solve this rescaling error: -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Spanier replied to Nils277's topic in KSP1 Mod Development
Comparing PBS and Universal storage, I noticed, that there is a large discrepancy between different mods how to handle the Sabatier process and water splitting: Universal storage features hydrogen, that's consumed during the Sabitier process and and produced in water electrolysis PBS uses "waste" and "ore" to accommodate this. This feals kinda strange ... -
I explored Kerbin's Core:
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
I really really like that mod. Squad should definitely hire you, this brings such an improvement to the game. Just a small remark on this Mk1-pod RCS block: It feels somewhat unnecessary to have such a big RCS block for such a small capsule, especially since Kerbal reaction wheels are super powerfull. It would be super awesome, if it also comprises a small parachute and maybe even a non-androgynous docking port (by chamfering one end). Together with an small escape tower, this would really spice up one-man missions I hope you enjoy your mod as much as everyone around here, because it's über-cool. -
Hi, can one adapt this theoretically to aslo represent the plantes from the outer planets mod?
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I nailed it (#noSAS):
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[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
Spanier replied to SIT89's topic in KSP1 Mod Releases
Do I use this wrong or is something broken: I have a small test rocket with two recoverable boosters (stock chutes, but real chutes module). After landing the main rocket, I go back to the first booster and wait until it lands. Afterwards I klick the second booster in the list to land it, but than the first booster isn't remembered to have landed, so is the second one. If I than swap back to the main rocket, none of the booster is listed to have landed at all. -
[WIP] Nert's Dev Thread - Current: various updates
Spanier replied to Nertea's topic in KSP1 Mod Development
I know that, but from it's appearance it looks like an open cycle one. Those small spherical tanks within the engine were also a sign for me (maybe storage for nuclear fuel). -
[WIP] Nert's Dev Thread - Current: various updates
Spanier replied to Nertea's topic in KSP1 Mod Development
So it's a open cycle nuclear rocket? Than a name like "dominator" would be more appropiate -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
Hi Ven, I wanted to model my own "cap" for the Mk1 pod, and would like to orient on your design. Sadly the textures for the pod and the RCS block aren't included in your source folder and if I try to extract them from the .mbm file, they have weird colors. Could you please update the your source folder -
Stuck on the VAB, inside a unfinished/glitched ladder: Seriously, Bac9?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spanier replied to Ven's topic in KSP1 Mod Development
I noticed, so I deleted the message. -
Crafts At Old KSC Launchpad recoverable????
Spanier replied to Yukon0009's topic in KSP1 Gameplay Questions and Tutorials
Whut, this bug still exists? I once blocked my launch pad at KSC with a flag planted at KSC 2, and it was like 0.21 -
Moving longitude of conjunction of Jupiter's moons
Spanier replied to Spanier's topic in Science & Spaceflight
Ok, after nearly one year, I looked into my old posts, and found this topic still not entirely resolved, so I gave my old calculations some new love. First of all, I define some variables: Ä = Time between alignments α = Angle, by which the alignment moves after Ä β = 2À+α = 360°+α η = β/2À = β/360° Éₓ = 2À/Tâ‚“ = Angular speed of moon x Tâ‚“ = Orbital period of moon x We can easily see, that for the moons to align, following equation must be true: (8À+α)/É₠= (4À+α)/É₂ = (2À+α)/É₃ = Ä The numbers assigned to the moons is in ascending order in relation to their distance to their parent planet. We can write this equation also in these forms: (6À+β)/É₠= (2À+β)/É₂ = β/É₃ = Ä Tâ‚Â(3+η) = Tâ‚‚(1+η) = T₃η = Ä From the latter one we find the following relations: Tâ‚‚/Tâ‚ = (3+η)/(1+η) = A T₃/Tâ‚‚ = (1+η)/η = B Through transforming we now get the following relation: 2/(3-A) = B or 2Tâ‚ÂTâ‚‚/(3Tâ‚Â-Tâ‚‚) = T₃ â– -
Hi guys, I want to create a 0.625m parachute, that also is a docking port, similar to the one used on the Gemini capsule. But as it looks completely stupid, if the docked spacecraft is attached in the air (or vacuum), docking mustn't be possible when the parachute isn't packed. Is there an easy way to accomplish this? And I want a passive counter docking port, so they aren't androgynous. Is this possible and, if yes, how? Please be patient, I've never really modded before (apart from a small SRB).
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[WIP] Kerbal Space Engine - bring Space Engine to KSP
Spanier replied to darkside's topic in KSP1 Mod Development
Would it be possible to even merge Space Engine and KSP, so you can fly through a procedural universe with high level of detail.