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Everything posted by XkaOnslaught
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I seem to be having some issues with the procedural SRB with regards to burn times when they are stacked on top of each other. they seem to revert back to its default burn values when they are loaded on the pad: i am only running realism overhaul with RSS with CKAN if that is of any help.
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the Proc solids do have a thrust curve, but its based on its specific impulse, and it increases (which is incorrect for the early solids anyway). based on that point, maybe a seperate proc solid part with a thrust curve that tails off at the end might be a good interim solution?
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Actually i did try using the M55 before i made my own part, it's just that the M55 gimbal doesnt seem to be working :/ i made sure it wasnt the avionics screwing with me, but even with the 1m guidance ring it still doesnt want to turn :/
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hey guys, just want to have some opinions on a issue i currently have: i have been trying to build a minotaur one replica... and i think so far its pretty accurate mass and performance wise.... the only problem is that the first stage seems to be too powerful to the point my craft starts burning up at around 18km altitude. as far as thrust numbers go its the same as the actualy M55A1 solid stage... i am just wondering if this is currently a limitation of how DRE works right now? or it could be something else i am missing?
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[1.7.2] KK Launchers - Delta, Atlas Pack
XkaOnslaught replied to Kartoffelkuchen's topic in KSP1 Mod Releases
it doesn't, i am simply stating that it looks just like the plumes in realplumes. (which i agree isnt realistic at all) -
[1.7.2] KK Launchers - Delta, Atlas Pack
XkaOnslaught replied to Kartoffelkuchen's topic in KSP1 Mod Releases
actually this looks pretty much like what realplumes in Realism overhaul does to its engines. -
KOSMOS 3/14/2015 RD-170 Family Released!
XkaOnslaught replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Khorosho! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
XkaOnslaught replied to DasPenguin85's topic in KSP1 Mod Releases
i think thats the AIES probe lander legs -
anyway beale, reguarding my issue, i found out that it was because realchute is being naughty. i removed realchutes and your part is fine now. probably some config issues.
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- totm march 2020
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well this is kinda wierd. havent touched rescalefactor yet but... this is what i see when i just placed the chute on the capsule, but once i load onto the pad: its becomes its correct size. :/ well i guess it isnt really a big problem. but the Next Size and Previous size buttons doesnt work like the previous screenshot. ps: if you cant see the pics: https://drive.google.com/file/d/0B8XvNRifh4VqTFh6Nk1vRUpuOGs/view?usp=sharing https://drive.google.com/file/d/0B8XvNRifh4VqY2xfWVZhYXNtNW8/view?usp=sharing
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- totm march 2020
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i'm having trouble changing the size of the base. but anyway ill reinstall with the new beta and see if it fixes itself. https://drive.google.com/file/d/0B8XvNRifh4VqcGlUcU5DV3FtVXM/view?usp=sharing
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- totm march 2020
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hey beale, i seem to have problems changing the size of the parachutes. am i doing something wrong here? ( i deleted the original soyuz folder and replaced it with the beta one if that is of any info)
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- totm march 2020
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[WIP] US Probes - Old and New - Dev Thread
XkaOnslaught replied to raidernick's topic in KSP1 Mod Development
probably out of context of this pack though. it is called >US< probes for a reason... -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
XkaOnslaught replied to raidernick's topic in KSP1 Mod Releases
awesome! just one question though, if i want to rescale your parts in order to match stock (if 2.5m in KSP = 5m in real life), what what scale number should i use? my maths is kind of failing me at the moment :/ -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
XkaOnslaught replied to raidernick's topic in KSP1 Mod Releases
perhaps this would help?