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Everything posted by Julexus Quandem
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Apologies if I missed it somewhere, but is the Soviet Engines Pack still available for download from anywhere? The original thread only contains a now-defunct link to the spaceport.
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I'm having an issue which appears to be related to "utilization". When I first attach a tank it has a utilization of 1%. I increase this to 100% and nothing happens, however if I then change the shape of the tank from and then back to cylinder, the tank will then hold what I assume is a correct amount for a utilization of 100%. However, on re-loading the craft the utilization is 100% still, but the tank is only holding 1% of the fuel and I have to reshape the tank again for it to be correct. I've tried this as well with a very minimal RO/RSS install to check it wasn't another mod causing this.
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Show off your awesome KSP pictures!
Julexus Quandem replied to NuclearWarfare's topic in KSP Fan Works
Some shots from my RSS sandbox game -
[1.1.x] Space Shuttle Engines (2016-07-03)
Julexus Quandem replied to sarbian's topic in KSP1 Mod Releases
I'm using SFJackBauer's engines, I don't have any of the "tweakable" or other imbal plugins. The issue with all engines firing at launch seems to only affect some craft, I'll see if I can do some experiments to narrow that down a bit. I think my issue with keeping craft in control is due to the stock issue where the top of the ship (where the probe core and hence SAS is) wobbles and then the gimbal over-compensates. More struts helped, as does using the "Smooth" setting and turning the "Speed" down to 10, but even the SAS struggles to keep the craft upright. -
[1.1.x] Space Shuttle Engines (2016-07-03)
Julexus Quandem replied to sarbian's topic in KSP1 Mod Releases
I'm finding than when I have the gimbal plugin installed all my engines will ignite when I press the space bar to launch regardless of which stage they should ignite at. I'm using RSS and its associated mods but all works as usual without the gimbal plugin. I'm also finding similar issues to tecnogeeky with all engines when using an RSS setup, my craft don't stay upright with gimballing on at launch under either manual or mechjeb control. I may just not be setting it up properly of course... -
Inspired by various other versions of historical craft, I have started to create some. All craft are designed for RSS/RO using SFJackBauer's RealEngines config. You will need the "Requires" list of mods from Realism Overhaul (including RO itself...) as well as FASA (with the Real FASA patch), Procedural Wings and Procedural Fairings at a minimum, any other required mods will be listed with each craft. Disclaimer: These are "Fairly Realistic", i.e. performance/design may not quite match real life. Even with the wonderful work of NathanKell, SFJackBauer, Frizzank et al there just isn't the information out there that I could find to get all the fuel masses correct, nor all the engines. I've often just made adjustments to the tech level and thrust limit of the available engines to simulate something similar. I also don't have the time/inclination/skill to start modding parts myself. They should all hopefully "feel" about right though. I have no idea how far through history I will get, but here goes: V2/R1 (in US "colours") - https://www.dropbox.com/s/pwwufch1lh9t92l/FRHC%20V2_R1.craft Aerobee RTV-N-8 (without the epic launch tower) - https://www.dropbox.com/s/fg4k19klq162exa/FRHC%20Aerobee%20RTV-N-8.craft Bumper RTV-G-4 - https://www.dropbox.com/s/3w4bman9i97mykb/FRHC%20Bumper%20RTV-G-4.craft Hermes B-1 - I cannot find a suitable ramjet engine... Viking (1-7) - This one may take a little bit of assembly in the VAB as whenever I load it the engine and shroud above it are partway up the tank. To assemble correctly: 1) move the whole craft up a bit, 2) take the shroud above the engine off, 3) move the shroud/fairing base so that the top node (the one at the top of the blue lines) attaches to the bottom of the tank, 4) re-attach the shroud. - https://www.dropbox.com/s/sysaruh9y5kv4km/FRHC%20Viking%20%281-7%29.craft More to follow...
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Modular Fuel System Continued v3.3 (OBSOLETE)
Julexus Quandem replied to NathanKell's topic in KSP1 Mod Releases
Thank you, it does. I feel really stupid now, but at least can use these awesome mods -
Modular Fuel System Continued v3.3 (OBSOLETE)
Julexus Quandem replied to NathanKell's topic in KSP1 Mod Releases
I've tried the 3 pre-releases on page 70 in 0.23 (RO, RealFuels and Stretchy) and I'm getting no right-click functionality at all with the fuel tanks, as in I right-click them and nothing happens. I tried a clean install with just the three pre-releases and still had no luck. I'm also not getting the option to change fuel when right-clicking an engine. I may just be being dumb and haven't done something of course as it seems others have clearly had lots of joy! I copied the folders for each mod into my Gamedata folder, is there something else I should do? -
How many kerbals have you killed already?
Julexus Quandem replied to Spitfiredzwww's topic in KSP1 Discussion
I killed Jeb twice in one mission... I killed Jeb in a jet pack accident on the Mun. He was going really fast just above the surface, and then he hit the surface. On the same mission I only had enough fuel left to get Bill and Bob halfway into Mun orbit, did the rest on RCS. Then managed to head back to Kerbin on RCS and put the periapsis at about 58km. This wasn't low enough to successfully aerobrake so I did a number of orbits attempting this before giving up and sending up a rescue craft led by Jeb re-incarnate and Billy-Boblan. Rescue craft docked and I de-orbited the two while they were docked together as I had assumed the chutes on Bill and Bob's craft would be enough. Unfortunately the snr docking port detached from Bill and Bob's pod when the chutes were deployed, sending Jeb and Billy-Boblan crashing into the sea -
Show off your awesome KSP pictures!
Julexus Quandem replied to NuclearWarfare's topic in KSP Fan Works
I sent a probe to look at the new Mun. Then it crashed, with the core bouncing back towards space... -
Say it here if .21 works perfectly for you
Julexus Quandem replied to stupid_chris's topic in KSP1 Discussion
No problems here. Started a new save with the only mods being NovaPunch, Procedural Fairings and MechJeb. Not actually used mechjeb yet as I haven.t found the need, getting into orbit is much easier, craft are more stable. Only got as far as sending Jeb into orbit and getting him home so may as yet encounter problems. -
I think I might do the wiki campaign http://wiki.kerbalspaceprogram.com/wiki/Campaigns with stock for a bit. Or at least until all my favourite mods are compatible.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Julexus Quandem replied to Tiberion's topic in KSP1 Mod Releases
OK, very odd issue going on. If I use the 2.5m fairings (pair of walls and nose cone) and decouple them in a sub-orbital trajectory I repeatedly get the nullreferenceexception error when KSP tries to unload them from the scene. It may only happen when I or Mechjeb speed up time, but it's very time consuming to check as I have to restart the game every time it happens. Took me 2 hours to narrow it down to the NP fairings. I've tried the same ship without the fairings and it's fine. However, I'm also using RemoteTech, MechJeb 2, Ioncross (though not actually on this ship) and Deadly Re-Entry so it may be some sort of conflict with them, though I did get the same issue when I tried removing DRE. Will try without some of the other mods as time allows, but just wanted to make people aware of the issue. -
[0.22] ISA MapSat 4.0 Dev Build
Julexus Quandem replied to Innsewerants's topic in KSP1 Mod Releases
Thirded. Sadly completely unusable at the moment for me. I do really like this mod and hope this can be fixed -
*Redundant Thread - Do Not Use* KW Rocketry Update
Julexus Quandem replied to lpam's topic in KSP1 Mod Releases
Hmm, I'm reading this whole *update* thing differently. Winston said in the comments: suggesting to me that the 0.20.1 patch to KSP solved the problem, not anything that the creators of KW Rocketry did and that other than the directory structure KW Rocketry is compatible with KSP v0.20.1 (or .2). What the OP has done is change the directory structure to the 0.20 standard. -
Show off your awesome KSP pictures!
Julexus Quandem replied to NuclearWarfare's topic in KSP Fan Works
Well, all that stuff in orbit paid off with some beautiful shots from the site of my Minmus Base. 1) When the first part of the base was set-up I got this shot of the Mun and Kerbin: 2) When the 3rd section landed Kerbin was just setting: 3) And Kerbol was rising: 4) Long shadows: -
KSP is currently #2 in my Steam list at 203.2 hours, just behind Football Manager 2011 on 206.9. That's not going to last long though! 3rd is the fantastic Europa Universalis III on 185.5. KSP must win on "hours played per days owned" though, by a long way.
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Show off your awesome KSP pictures!
Julexus Quandem replied to NuclearWarfare's topic in KSP Fan Works
In the process of finishing my station and setting up a base on Minmus. Did a lot of launches one after another and then sorta just slung 'em into orbit around Minmus... -
You Will Not Go To Space Today - Post your fails here!
Julexus Quandem replied to Mastodon's topic in KSP1 Discussion
I used an incorrect seat orientation. -
Well, my Mun base was ever so slightly off the ground and burst a few tires, but beyond that I've had no problems. I run what would appear to be more mods than is sensible so I am really pleased that I'm no longer running out of memory and crashing any more when changing craft or going from VAB to the launch pad. I lost a few satellites in my 0.19 save due to Damned Robotics not working in 0.20 but I'll cope
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The "You know you're playing a lot of KSP when..." thread
Julexus Quandem replied to Phenom Anon X's topic in KSP1 Discussion
When one of the children I teach piano to asked today if she could miss her lesson because they were "making rockets in class" my first thought was "ooo, they're playing KSP!" -
I guess I'm a builder, but in the sense of building infrastructure. I've not yet got beyond Minmus and am quite happily building bases and the infrastructure to keep them supplied. I use all sorts of mods, but the Remote Tech one is particularly influencing my play as I have to have the satellites to keep my craft in contact. I use Mechjeb, but only on manned flights where I need to dock or land precisely. I've yet to get into the Kethane side of things despite my infrastructure building tendencies.
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Show off your awesome KSP pictures!
Julexus Quandem replied to NuclearWarfare's topic in KSP Fan Works
First Minmus Landing: