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KSP2 Release Notes
Everything posted by Virtualgenius
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Virtualgenius replied to bac9's topic in KSP1 Mod Releases
You will probably want to wait for all the dependencies to be updated Firespitter Kinetech etc, its usually a couple of days before everything gets updated, the guys are really quick at updating the plugins once they work out the problems give them a few days- 4,460 replies
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Any chance we could get it listed on Kerbalstuff please
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I liked the old landing legs the ones that folded down CF-L1 Landing Struts they didnt have suspension it was a sad day when they where removed that old pack hasnt been updated for a while you could always ask to take over the old pack or work with the author to update it
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Kerbal Stuff, an open-source Space Port replacement
Virtualgenius replied to SirCmpwn's topic in KSP1 Mods Discussions
Its excellent been using it since you started very happy user here, everyone should use it and have the great experience i have had -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Virtualgenius replied to bac9's topic in KSP1 Mod Releases
{RESOLVED} Clean Install and made sure every dependency was up to date and rolled back to MJ #321 thanks to all who provided assistance They switch fine that's not the issue its when MJ shuts them down to coast the last segment of the flight, then it sets the node for the circular burn sets the duration and the timer counts down but the engines never fire up again to complete the circular burn. I will have to do a B9 standalone install with MJ and test it and make sure its not something else, I thank you for taking the time to help me. VG- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Virtualgenius replied to bac9's topic in KSP1 Mod Releases
Thanks for the reply Chris I just built a basic SSTO using the squad rapier engine and it works fine so I am thinking MJ isnt seeing the Sabre engine for some reason after it changes to a rocket motor, but i have crossposted in the MJ forum and I will see what comes from there. Thanks again VG- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Virtualgenius replied to bac9's topic in KSP1 Mod Releases
I am using Near are there Flight assistance controls for it, I am new to it as it was a dependency- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Virtualgenius replied to bac9's topic in KSP1 Mod Releases
I posted this in the Mechjeb thread Hi I have a small problem when using the B9 Sabre Engines I am using Mechjeb Dev 322 and Near and the MJ plugin for Near, I fly the B9 Heinlen to around 20000m then hit the ascent guidance which then takes over flying the SSTO to the designated altitude the sabres switch from air breathing to closed cycle, MJ shuts them down to coast per normal but when it comes time to fire the engines up and circularize it doesn't restart the engine even though I get the burn cycle and time, engines do not restart automatically. Any help gratefully appreciated VG- 4,460 replies
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{RESOLVED} Clean Install and made sure every dependency was up to date and rolled back to MJ #321 Hi I have a small problem when using the B9 Sabre Engines I am using Mechjeb Dev 322 and Near and the MJ plugin for Near, I fly the B9 Heinlen to around 20000m then hit the ascent guidance which then takes over flying the SSTO to the designated altitude the sabres switch from air breathing to closed cycle, MJ shuts them down to coast per normal but when it comes time to fire the engines up and circularize it doesn't restart the engine even though I get the burn cycle and time, engines do not restart automatically. I built a basic SSTO with a rapier engine and it works fine performs the typical steps to get to a 75km orbit I then used the same craft with a B9 Sabre engine and it fails on the cirularize part of the auto pilot.t I think this happened before MJ couldnt recognize the engine after it switched from air breathing to rocket engine. Any help gratefully appreciated VG
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Ok thankyou for the solution I will endevour to look harder next time
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Hi I havent played for about 2 months and downloaded the new FASA file after deleting the old one however my Saturn V command module parachute system has 3 red balls and and a donut attached to it is this normal has there been a change and how do I get the old one back any help appreciated. VG
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I don't have any issue with the wheels I quite like them and I have been testing it in all kinds of Kerbin environments it doesn't take to long to set them up, however I do have a question for Alex is it possible to add suspension travel like in the landing legs so you can adjust the amount of damper in them or because its a wheel it has different limitations, it might be a cool feature to have if its possible. On a high note I havent had so much fun with Rovers since the DEMV's from Bobcat thankyou for creating this really enjoying it.