Yalin Hawk
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Spacecraft Engineer
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[1.12.x] Freight Transport Technologies [v0.6.0]
Yalin Hawk replied to RoverDude's topic in KSP1 Mod Releases
I have two very simple requests. I love all of your mods Roverdude, I don't use FTT that much because I prefer the balance of Near Future's nuclear reactors/electric engines, but I do like your cargo trusses and the kontainer system. Would it be possible to create an open cargo bay for the HoneyBadger, a'la the S-64 Skycrane helicopter? I'm thinking specifically for carrying slung MK3 MKS modules or perhaps cargo kontainers. Along a similar line, the Starlifter freighter cargo truss has no easy way to carry MK3 MKS modules. The "Cargo adapter" provides 4x 2.5m nodes, perhaps there could be a second "Cargo Adapter" but instead of 2 nodes top and bottom, it could have 1 node top and bottom centrally located with a 3.75m size? That would make transporting the MK3 modules a million times easier. Keep up the awesome work! -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Yalin Hawk replied to ferram4's topic in KSP1 Mod Releases
Just a heads up, I'm playing KSP .25 x32 and using NEAR my control surfaces are non-responsive. Saw a few posts about this in the modded support forum, uninstalled NEAR to troubleshoot and that fixed the problem. I have a bunch of other mods installed, RLA stockalike, the whole Near Future pack, and a few others but none related to aerodynamics or spaceplanes. I see that you uploaded a new NEAR just a few posts up, so I'll try that. Just wanted to give a bug report. Was driving me bonkers Edit: Newest version of NEAR fixes the problem. -
Control Surfaces Not Responding.
Yalin Hawk replied to Lord_Potato's topic in KSP1 Technical Support (PC, modded installs)
I'm actually having this problem with NEAR using ksp x32. Going to try un-installing NEAR to see if that fixes it. Edit: Can confirm, removing NEAR fixes it. Going to post in the mod's thread regarding the issue. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Didn't know it was a known issue, sorry about that. And by play well I mean when you attach the engine to the bottom of the DCSS LOX tank it doesn't form the truss and fuel piping if you use a proc fairing to circumvent the adapter sizing issue. All minor graphical concerns, as always you guys do a wonderful job. Keep it up. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Hey guys, just wanted to know if this was a known glitch/bug. The Aerojet Kerbodyne ICPS interstage is sized wrong, at the bottom it's 7.3m in diameter not the required 8.4m for the SLS. Tried both that were in the structural tab in the VAB. Also can't use procedural fairings to work around it, since the Aerojet Kerbodyne RL-10-B2 doesn't play well with anything but the Aerojet Kerbodyne adapters/decouplers. Just a friendly bug report. -
I'm having an issue with DMP. I created a DMP universe from a save game using the in-game tool, but every time I restart the DMP server the world resets to that initial save. My friend and I spent a few hours adding modules to a space station only to have those modules disappear when I started the server up again this morning. Any ideas?
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[WIP] Nert's Dev Thread - Current: various updates
Yalin Hawk replied to Nertea's topic in KSP1 Mod Development
I don't know if I could get any more psyched for these station parts. Those look awesome and they have an even awesome-er stockalike look. -
As far as I can tell, the primary change to TAC LS was the switch in how Kerbals consume resources. Instead of carrying enough resources for "1 day", resources are now stored in Liters and Kerbals consume X liters per hour. To quote TaranisElsu: For more information, here is a link to a spreadsheet TaranisElsu created to help convert human consumption rates to kerbals. There is a "summary" towards the middle/bottom that might be of the most use. https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Ahhh okay, that'd explain it The issue with stage-ignoring? At launch those engines activate regardless of what stage they're in. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Here ya go: https://www.dropbox.com/s/xkban8yb0j8rkwf/output_log.txt Problem confirmed with the Aerojet Kerbodyne Orion SM engine and the RL-10B engine (the non-Aerojet one). Edit: Also, I've noticed the K2-X and its multiple-mount sister aren't getting the realfuels and realengines stats. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Woo, works fine now guys. Well...sorta... I have a new problem when I launch my rockets every engine on the ship activates at once, regardless of staging. But the engine config issue is fixed! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
I just installed the latest realfuels as per your advice, going to test it. Something I did notice in my own limited-modding-knowledge digging, I downloaded both 5.2.1 and 5.2 and compared the .cfg files included in both. I noticed in 5.2 there is a whole lot more in your RedAV8R folder. Did things get moved around, or did I lose some files in extraction/download? Specifically, the realengines cfg's from 5.2 are absent in my 5.2.1 folder. Edit: Just tried it with the latest RealFuels 6.3, still have the same specific bug with the RL10B-2 from Aerojet Kerbodyne and also the RD-0146 from SovietEngines. EditEdit: Also, none of the other engines have any sort of updated stats. KW Vesta has same stats from a vanilla KW install. I'm going to take a leap and assume it has something to do with my missing the rss_realengines_x.cfg's? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Running the stock included engine configs. Installed KW, Novapunch, Aerojet Kerbodyne, etc. KW and Nova engines have their normal names, Wildcat, Vesta, etc. I remember playing RO months ago and those engines got renamed to real-life engines. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Yalin Hawk replied to RedAV8R's topic in KSP1 Mod Releases
Here is the requested output log: https://www.dropbox.com/s/xkban8yb0j8rkwf/output_log.txt Also, are the engines in-game supposed to be re-named to real-life counterparts? If so, that's not working either. I remember this feature from playing RO months ago, so that may not be a desired function in the current version? Thanks for the help gents.