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Everything posted by Virtualgenius
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International construction ISS in Kerbal orbit.
Virtualgenius replied to BobCat's topic in KSP1 Mod Development
Thats awesome Razorcane cant wait till the ISS is finished I had to weld docking ports and kibo onto the main section to stop it from braking off, when you finish those 3D printed models I would like to see some pics if thats ok -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Virtualgenius replied to BahamutoD's topic in KSP1 Mod Releases
Thanks so much for making a science version I did a quick and dirty lander and did a sandbox mission to test it out -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Virtualgenius replied to sarbian's topic in KSP1 Mod Development
Ok adjusted some numbers engines are fine but cant get the tank to vent properly need some help please These are the numbers I used MODULE { name = KM_PreLaunchEffect effectName = PreLaunchEffectIce2 debug = false checkBottomNode = false debug = false // show or don't show the debug context menu in the VAB tweakables. width = 1.8 // width of the particle system height = 3 // height or lifetime of the particles xOffset = 0 // move the whole thing on the xyz achsis yOffset = 7 zOffset = 0 numP = 20 // number of active particles in the system speedX = 0 // direction of the particles speedY = -10 speedZ = 0 size = 1.5 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0.1 // random movement in all directions runningTime = 0.5 // stop x seconds after launch } -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Virtualgenius replied to BahamutoD's topic in KSP1 Mod Releases
Have you considered just releasing them to do science as well as in core samples they would make a very good addition to the science role -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Virtualgenius replied to sarbian's topic in KSP1 Mod Development
I dont know what values to set them to or what axis they refer to -
[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
Use the the stack mount system and put it on a 3 stage rocket should make duna easy -
[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
Make sure you rename the parts eg Buran manupulator to Buran manupulator small or something similar as 2 parts with the same name cant coexist and screws up. This is what i do copy the original folder with the parts, rename folder to whatever-sml then edit the config with the name rescale factor and description. Here is a link to a good guide in the B9 forum http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures/page397 Post 3968 -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Virtualgenius replied to Yogui87's topic in KSP1 Mod Releases
With Yogui away I would say no chance I too am using Hermes alot I would like him to change to the firespitter plugin as the Hermes doesnt deploy in the VAB -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Virtualgenius replied to TriggerAu's topic in KSP1 Mod Releases
Same happened to me commited a sin by not deleting the old trigger tech folder -
[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
Some pics of me launching a Hermes satellite I love this mod -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Virtualgenius replied to sarbian's topic in KSP1 Mod Development
I can get the engines to work but have difficulty with the tanks the effects are going straight up -
Try the RLA Stockalike ones he has some tiny square type ones http://kerbalspaceprogram.com/rla-stockalike-0-1/
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Virtualgenius replied to TriggerAu's topic in KSP1 Mod Releases
This means I am going to get warning bells when my lander is about to run out of fuel awesome -
[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
The inflatable is from Bobcats HOME mod its the newer Home 2 module http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ -
[1.1.x] Space Shuttle Engines (2016-07-03)
Virtualgenius replied to sarbian's topic in KSP1 Mod Releases
I updated to the latest version the tanks dont appear to be showing the vapor effects anymore -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Virtualgenius replied to ferram4's topic in KSP1 Mod Releases
Having the exact same issue using the Ares V from bobcats American Pack the TT-70 decoupler wont hang on but is fine in V1.7- 2,647 replies
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[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
I found there is a small residual fuel amount left in the lateral boosters and mechjeb wont decouple them when they flame out, to fix this change the oxidiser amount to 2999.3 and it will work perfectly, you will need to update the saved ship files as well as they retain a copy of the resources amounts once adjusted it will work as intended for mechjeb users. Helldiver / Nazari would you be able to update for the next release please -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Virtualgenius replied to Cepheus's topic in KSP1 Mod Releases
Thanks Dragon any comment on the development is appreciated it just lets us know its not an abandoned mod -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Virtualgenius replied to sarbian's topic in KSP1 Mod Releases
Would it be possible to have both a non toolbar version and toolbar version like chatterer does if toolbar installed use it if not use default icon -
[0.90] Kerbin Shuttle Orbiter System v4.13
Virtualgenius replied to helldiver's topic in KSP1 Mod Releases
The vapor effects are from the cool rockets mod havent figured out how to do the main tank yet or the umbilicals http://forum.kerbalspaceprogram.com/threads/68196-CoolRockets%21-Cryo-and-Launch-Particle-FX?highlight=coolrockets -
Fuel vs Oxidiser
Virtualgenius replied to Virtualgenius's topic in KSP1 Gameplay Questions and Tutorials
A nice little gui app you punched the required fuel numbers into would be fantastic gogo developers -
Fuel vs Oxidiser
Virtualgenius replied to Virtualgenius's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys its helped fix a problem with stages not decoupling properly due to left over fuel 0.1 to be exact however its now working perfectly