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Everything posted by Gryphon
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Gryphon replied to blizzy78's topic in KSP1 Mod Releases
I ran into the same issue few months ago, except I didn't even know it was available until someone mentioned it in the thread. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Gryphon replied to blizzy78's topic in KSP1 Mod Releases
Did you turn on the option for it in the settings? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Gryphon replied to Nereid's topic in KSP1 Mod Releases
See, now I feel like an idiot - I didn't actually test it with stock chutes. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Gryphon replied to Nereid's topic in KSP1 Mod Releases
Does FF recognize RealChute parachutes for the 1% fuel landing ribbon? I'm asking because one of my Kerbals just got the ribbon for landing a craft with deployed RealChute parachutes. (RealChute removes the ModuleParachute from all the stock parts and replaces it with a RealChuteModule. Oh, and FAR uses a "lite" version of RealChute that modifies the ModuleParachute on stock parts to be a RealChuteFAR module.) -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Gryphon replied to DMagic's topic in KSP1 Mod Releases
Oh, you don't know? It's better than that. They've released a lot of information about their early satellite programs at http://nro.gov/foia/declass/collections.html and you can see the satellites themselves at the National Museum of the US Air Force: KH-7 Gambit 1 KH-8 Gambit 3 KH-9 Hexagon The funny part is that they've had the Discoverer XIV reentry vehicle on display for decades, and they still haven't updated the display to mention its true nature: Discoverer XIV But I guess this is all a little off the topic of big dishes on satellites. -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Gryphon replied to Papa_Joe's topic in KSP1 Mod Releases
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gryphon replied to Claw's topic in KSP1 Mod Releases
I agree that a way to disable the cool "exploded view" for stock fairings would be nice, but you might also consider using Procedural Fairings as at least a temporary alternative. (Actually, it's pretty much all I use.) -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Gryphon replied to Papa_Joe's topic in KSP1 Mod Releases
So if I understand correctly, you are trying to go from a mod command module to a stock structural fuselage, and then to a mod airlock. Is that correct? You also tried with a stock MK3 cockpit, and that didn't work. Did you try with a stock part on the other end, such as a Mk1 Crew Cabin or a Hitchhiker? -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Gryphon replied to Papa_Joe's topic in KSP1 Mod Releases
Would you mind posting a screenshot of your craft, especially showing the parts that you think should be connected? -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Gryphon replied to DMagic's topic in KSP1 Mod Releases
Go look at the acronyms for all his other experiments. You decide if it's intentional. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Gryphon replied to tomek.piotrowski's topic in KSP1 Mod Releases
Well, one simple thing you can do is have a backup antenna that also is also capable of providing a backlink. With your backup antenna open, you can shut down your primary antenna and create the Flight Computer command to open the primary antenna at the appropriate time. -
[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
Gryphon replied to danfarnsy's topic in KSP1 Mod Releases
I'd like to suggest that the zip file be named something like "TacLifeSupport_0.12.0.zip" instead of "Releasev0.12.0.zip" so it's easier to identify.- 200 replies
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I like the idea, but I am not certain if it should be in KIS, or if it should be a standalone mod that uses KIS.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gryphon replied to Starwaster's topic in KSP1 Mod Releases
As I understand it, you can use either the stock parts or the DRE parts, both are affected by heat in the same way. Are you speaking of a difficulty attaching thin parts to your stack? If so, that's a stock behavior exacerbated by your camera angle when the attachment nodes are close together. You can work around it easily by adjusting your camera angle so you are above or below the joint, and then dragging the part until it pops to the desired attachment node.- 5,919 replies
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It's a known conflict between the current version of RemoteTech and KSP 1.0.5; you'll see a link to an unofficial fix above, with more discussion of it several pages back (around the time of the 1.0.5 release). (at least I think that's what the link further up this page was for)
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Gryphon replied to Papa_Joe's topic in KSP1 Mod Releases
In addition to what was mentioned above, make sure the hatches are open on your docking ports. Also, you can click on the CLS button and select a passable part of the ship to highlight. It should make it obvious where the obstruction is. -
I've done something like this. I sent up a ship with an adapter and a Clamp-o-tron Jr (because that's all I had then) with the intent to remove the Jr and the adapter, and replace them with a full Clamp-o-tron later.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Gryphon replied to stupid_chris's topic in KSP1 Mod Releases
[quote name='SportsFanatic57']Hey Chris. I was playing my modded setup today and got a mission to "test RealChute Cone Chute at the launchsite." I accepted it, but realized I couldn't complete it because you can't deploy a chute when you aren't airborne. I was wondering if there was a workaround for this. Thanks[/QUOTE] Did you try to complete it? If you stage it, the contract parameter should complete, regardless of whether the chute actually deploys. Also, some part tests require you to click a "Run Test" button on the part instead. -
[quote name='Barklight']I'll take your word on the inventory workings, no need to go play hide and seek with the numbers. Does distance from KSC when recovered make a difference in inventory availability when recovering a craft?[/QUOTE] No, it does not affect which parts are recovered. Are you also using the related mod, by magico13 as well, called Stage Recovery? I think you'll find it also fits well into this, allowing you to get parts and some refund from craft which are recovered when you aren't flying them (such as your discarded rocket stages).
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gryphon replied to Claw's topic in KSP1 Mod Releases
[quote name='Haguruma']what does this mod do? how does it help me?[/QUOTE] The primary purpose of this mod is to provide fixes for bugs that occur in stock KSP. To keep things encapsulated, each bug fix is actually its own separate DLL file and configuration file. This allows the users to only include the desired bug fixes, and allows them to ignore any they don't want. Ideally, Squad will eventually fix all the bugs making the primary purpose of this mod obsolete. [B]But wait, there's more![/B] There are also small, new functionalities, usually related to the bug fixes, that are included but are part of "Stock Plus" and must be enabled separately. (They are not enabled by default because they actually change stock functionality, rather than just fixing bugs.) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Gryphon replied to stupid_chris's topic in KSP1 Mod Releases
[quote name='HomoPrintus']Nope, it's still for 1.0.5 and doesn't work in my 1.0.4 (I can't see any chutes at all, even stock)[/QUOTE] I found the download link for RealChutes 1.3.2.3 by clicking on "Changelog" there on Kerbalstuff. Is that the version you downloaded? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Gryphon replied to cybutek's topic in KSP1 Mod Releases
[quote name='Waz']They're not overpowered Mun rockets.... they're test vessels for the subsequent Ike+Duna mission! (i.e. yes, when you're landing with a half-tank of fuel plus an entire top stage, you feel kinda stupid).[/QUOTE] That's not stupid, that's "safety margin."