Romby
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Romby replied to ferram4's topic in KSP1 Mod Releases
Hello. I'm having problems with the settings in Space Center Menu. Every time I change something it gets reset after one flight. Have tried changing flap buttons and turning of aero stress. Is there a settings file in GameData folder i can change to keep my new settings (couldn't find it myself)?- 14,073 replies
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- aerodynamics
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Use this http://forum.kerbalspaceprogram.com/threads/105399-1-0-2-S-A-V-E-automatic-backup-system-1-0-1-672
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Romby replied to ferram4's topic in KSP1 Mod Releases
Hey. Im thinking about installing FAR in my current carrer save. Have been playing a little already and want to know what FAR does to my current rockets design. I haven’t made any planes yet and want to install FAR before doing so. Designed all my rockets as realistic as possible (slim, only boosters hanging of the side and always with nosecones). I remember that before version 1.0 you needed less Delta-V to get rocket into orbit because of less drag when using FAR compared to stock (would reverse this by using the KIDS mod). How is it looking now after version 1.0 with the new stock aerodynamic s? How big is the difference in delta-v req to orbit/drag for rockets (vertical takeoff) between stock and FAR? Asking because I don't what my current rockets to change to much. Keep using the same lifters over and over again.- 14,073 replies
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How to change corepart of craft in game
Romby replied to Romby's topic in KSP1 Gameplay Questions and Tutorials
The problem is isnt that i drop engine and i can switch. The problem was that engine exploded and entry and rest of ship disapered because engine was set as core part. -
How to change corepart of craft in game
Romby replied to Romby's topic in KSP1 Gameplay Questions and Tutorials
Ok so i have to add decopler. Which will then set Heatshield as core part, change ship after dropping engine and again after dropping heatshield. :/ -
Hey. I just send my 4 part probe to Eve/Gilly. The plan was to leave a Scansat sat in orbit around both and have a lander for both. So lots of decoples was set ud. After decopling the lander for Eve from rest of craft the engine was selected as core part. The plan for probe was to let engine and fueltank burn up during entry to safe a decopler (playing with DR). Tried to change core part with the control from here of probes. But didnt work. So i lost the lander when engine broke. Now i have to wait for next transfer window and spend money on new rocket (playing no save mode). Is there anyway i could avoid what happened?
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Do you guys ever find yourselves mega-obsessed with replicas?
Romby replied to G'th's topic in KSP1 Discussion
I like trying to replicate real like missions to a certain degree. For example almost all my missions to the moon it with a lander/orbiter design. But i dont make the lander a 2 stage lander like the apollo LEM. Just isnt worth it when you look at cost and looks. I like to challenge myself though. Using the mods FAR, DRE and KIDS and made my own challenges like having to use fairings to cover importain parts and avoid using asparagus to much. When playing like this rockets will look like real rocket. But im not trying to replicate. -
Did what was the coolest mission in a while. Send up a Eve/Gilly probe with scansat sats and landers for both. One problem though. The 2,5 interstage from KW mod didnt decouple as i expected, so the second stage stayed on rocket and made the 3 stage nuclear engine unuseable. I quickly transfered fuel from Nuclear stage to 2 stage and got into orbit. I now had a failed 200k rocket. At first i wanted to launch a new rocket. My economy could handle it (play no save and no revert), but would, but i would rather find a solution. First idea: refuel stage 2 and 3 and fly mission with stage 2 engine. But the ISP of this engine was way to low and i would need a big rocket to carry that much fuel into orbit. Decided plan would probally be to expensive. Second idea: a refuel ship for stage 3 and after refuel crash into rocket hoping to destroy interstage. Could be an interesting mission, but decided it would be to risky when i couldnt save and reload Third idea: Remembered i saw a mod that allowed kerbals on eva to chop parts off rockets. Thought it was a bit cheaty and but then again nasa could also send up a guy with a blowtorch or can opener to cut up a rocket. Decide to go with this solution and have an interesting mission: Refuel stage 3 and cut stage 2. A simple mission. What could go wrong? As i conected the repair/refuel ship with the claw, a new core part was set and as i cut the intersage everything bellow interstage was cut. So interstage was still connected and blocked nuclear engine. Tried to cut a second time, but now i couldnt get it to work on interstage and thought cut only works once. Turned out that interstage was set as core part after first cut. So i cut nuclear rocket and saw interstage slowly drift away. Success!!! Such an exciting mission to look back on and it really only was a rendezvous and docking in LKO and a shuttle launch and landing. Think i have to look into the random falliures mod. Repair missions are cool!
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Romby replied to stupid_chris's topic in KSP1 Mod Releases
I have the same problem. I havent been able to find a fix for it. -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Romby replied to ferram4's topic in KSP1 Mod Releases
I am playing games with the mod right now. Will say it is kinda hard. I play with the FAR to real adjusted setting. With that you have to build big/expensive rockets just to reach orbit and forget doing it with only first tech node unlocked. So you are doing more missions to collect science and each mission is more expensive. But it is manageable if you play right (but I still think I'll change the setting fra FAR to real 0,45 to something like 0,6-0,65 -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Romby replied to ferram4's topic in KSP1 Mod Releases
Question. How does this mod work with cost. Since you need extra big stages to leave kerbin is it at all posible to play a carrer mode and not end up ruined with this mod? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Romby replied to NathanKell's topic in KSP1 Mod Releases
Ok nice. Thx for the info. Will remove the engines until they are added to the techtree. Nice new patch btw -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Romby replied to NathanKell's topic in KSP1 Mod Releases
My problem is i can´t change the techlevel for the russian engines like other engines i have unlocked. Only think im at tier 2 or so RPL tech tree, so that is max for every other engine. The russian engines doesnt even give me a choice. But just to be sure. These modern engines shouldnt really be be in the tier 2 unlock or? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Romby replied to NathanKell's topic in KSP1 Mod Releases
I installed the soviet engine pack. Just have a problem. All the engines can be ignited more than once and they have really high isp compared to german, british and american engines from other packs (NP, KW etc). Is this normal. Installed the Reach for the Stars pack. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Romby replied to MedievalNerd's topic in KSP1 Mod Releases
ohhh confused me why it capt saying i was in spacelow but tests said flying high. Perfect