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Everything posted by Chimer4
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[0.22.X] BobCat ind. Historical spacecraft thread
Chimer4 replied to BobCat's topic in KSP1 Mod Releases
I actually managed to figure how to get it to work without lazor. I removed a line in the config that causes the part to call on the romfarer dll. This way you only need the arms and not the dll and you can load the buran and the mir. The arms won't work of course but it allows you to load the crafts up without using the lazor system -
[0.22.X] BobCat ind. Historical spacecraft thread
Chimer4 replied to BobCat's topic in KSP1 Mod Releases
So I've just re-downloaded the soviet pack and tried to use the buran + energia, but it said I was missing the buran manipulator. Now I have downloaded the robotic arms pack and added it in, and also put the stuff for the buran arm in the buran folder in the soviet pack, but I didn't download the romfarer plugin stuff. Is that stuff necessary to simply load the craft? I personally do not like the stuff in the romfarer plugin (but hey that's just me) but I thought that I would be able to load the craft file if I have the assets there, but it appears that I cannot. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
That looks pretty nice there yogui Quick question, how big is the Icarus going to be, and what sort of crew sizes will it be able to support? -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
No not dead, I'm just working on something that is taking a hell of a long time. I'm also working on some new stuff for the Atlas such as ACES -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
My guess would be that it is to make testing it easier. Rather than going backwards and forwards between the configs editing the thrust value, reloading and relaunching, if you allow throttling then you can set a thrust value, and throttle it back until you feel it reaches a suitable level of thrust. That's only a guess though, but as far as I'm aware, arianne 6 use just solids, and not hybrids -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
ah ok looks preetty cool , I thought that the BIS Icarus would be a bit ambitious, here's why -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
Just wondering, is this the same project icarus that wad started by the British interplanetary society? -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
This. If you still have an old version installed then you may get the right part in the VAB, but when you go to launch it will still reference the old part file if both the old and new parts have the same part name. It's something I've experienced whilst experimenting with certain parts -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
I had that before in an older version with the ordan telescope, I think is related to the plugin. I just learnt not to go to map view whilst zoomed -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
If you want to fly it realistically with RL setups then there is no way, the unbalanced nature of it causes it to rotate. Rotating the SRBs a bit can help. The only real way to stop it is to use a balance setup -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
Who's done the Athena rockets? I hadn't noticed then. I'm not too bothered about making them though, so no loss there. I could do the older atlas tickets, their stage and a half designs were quite interesting -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
I'm not sure yet, I was planning on doing the Athena rockets, but I'm not sure about them. I'll also get around to doing the phase 2 update, when I have an idea of how I want them to look. Also dream chaser might be a possibility -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
I'm not aware of the delta II being removed. The release thread had the delta IV and delta II rockets with the old atlas V, my update just had the new Atlas V -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
I posted the Atlas update a few pages back, but I'm not sure if BA has updated the release thread yet -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
I'm not taking anything on at the moment, and possibly not for a while -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
A quick update on things, was going to do some updates such as stretching fairings, and adding some separating rockets to the fairings (something similar to AIES possibly) and also try and implement an ACES upper stage as well as the new Athena series of rockets (both of which are in development). However my laptop is borked, and I cannot work on anything at the moment so everything my end will be on hold until I can find a solution to the problem. -
International construction ISS in Kerbal orbit.
Chimer4 replied to BobCat's topic in KSP1 Mod Development
I know,I just thought it looked cool Nauka is also something that may never go up, if they keep delaying it like they have been for the last few years And I made the SPP from kosmos parts It's that the CSS you are using there? -
International construction ISS in Kerbal orbit.
Chimer4 replied to BobCat's topic in KSP1 Mod Development
So I finally finished off building my ISS, it is a bit laggy however -
If you are using the steam version, just copy the ksp folder from steam and it works fine, it just doesn't auto update. I do that for having multiple installs, and always keep an old copy on hand for testing my mod to see how it works. it was happening with both versions of the mod. The HD one just crashed the game quicker Also check the log to see if you get the null exception message that I posted. It was spamming the log when I finally got the standard version to work and was slowing y the game down a fair bit
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Well in my experience, before I was using this mod I had bobcats American abd Soviet packs, lionheads ESA pack and all of the mars Landers, kethane, B9, the tanks and engines from kw, realistic fuels, the ULA pack, ISA map sat, remote tech and kerbx. I never had any problems with that setup, bar the occasional crash when using lots of B9 parts. But now I am not even using half of that, and I get RAM related crashes when starting up the game when using this mod! It crashes shortly after loading the parts for this mod, and it's always the same thing, it ran out of available memory. I would love to use this, but if I can't load the game then I can't play with it
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
Looking pretty good there BA -
This is a very nice mod you have here, ive been looking for a dragon 2 for a while now. One thing though, when I installed this mod, my log started getting spammed with [Exception]: NullReferenceException it seemed to slow the game down a fair amount and it only happened after I had installed this mod
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Chimer4 replied to Yogui87's topic in KSP1 Mod Releases
Got to say yogui, I love all of your mods, and I'm really happy the DSL has been updated my Atlas now has a purpose Anywho, I was wondering what scale your parts are in relation to real life? I tried putting the prometheus rover on the Delta II, but either prometheus was a bit too big, or the Delta II was too small, but it didn't fit. DSL fits inside my Atlas 5m fairings, just, although it has a tendency to blow up either a fairing, the heatsheild, or both Anyway, great work on everything -
I'm working on a couple of things for fairing separation, going to if I can add some small weak solid rockets to them to try and mimic the pyros firing. I have upped the decoupler force a bit, but it looks quite close simply because I was accelerating very fast, going almost 2km/s when I fired them do they didn't have much chance to get out the way
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
Chimer4 replied to Chimer4's topic in KSP1 Mod Development
A few tips for those of you who have downloaded the new Atlas. The retro rockets for the CCB it's the ring of cubes. They attach to the node inside the CCB and should be staged when you fire the ISA decoupler. The SRBs can be a bit fiddly to attach to their decoupler. This is basically because the mesh for it is quite thin. When attaching them, bring up the center of thrust indicator and check it isn't twisted (it will twist a bit if you are using an x2/4x setup which is why they roll) if it is twisted you will suffer from uncontrollable roll that the ASAS will have no chance of stopping. Anyway, hope you are all w enjoying the new pack