jrandom
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Everything posted by jrandom
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jrandom replied to ferram4's topic in KSP1 Mod Releases
Oh yes, fairly recently in .24. Instead of the stock intake, there's "intake area", with each engine having a required area for 100% usage. And in .25, I'm seeing the AJE intake area as really, really tiny for all intakes (whereas in .24 it was working fine). I just grabbed the latest from github as I see some changes have been made in the intake area arena, although I'm not sure if I'll have time to try it out tonight.- 14,073 replies
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Have you tried B9 Aerospace?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jrandom replied to ferram4's topic in KSP1 Mod Releases
It's probably due to RealismOverhaul not actually being .25-ready yet. At least, that's my guess. All intakes have a tiny intake area (neighborhood of 0.0002 or so), not nearly enough to get even the smallest jet engine running. I'm going to hazard a guess that when RO gets an official release for 0.25, all will be well.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jrandom replied to ferram4's topic in KSP1 Mod Releases
I won't really be able to fly until AJE + RSS/RO gets the intake issue sorted out, so my next planes will most likely be with the wing physics changes. I can't wait! (I love the challenge that is realistic aerodynamics.)- 14,073 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
Take your time, don't be pressured by anybody. I'm finding it really fun trying to work around the restrictions of a not-all-there-yet .25 install, and I know better than to pester you guys. You've all made KSP a game I'm still playing after over 1400 hours of game-time, which is unheard of for me. I don't even have anywhere near that in my stereoscopic 3DTV setup of Skyrim, and I run around in that quite a bit. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
I did this exact same thing!! I'm still trying to build rockets, but the sheer number of non-RO-supported parts is... well, it's forcing me to be creative. Also noticed that all the air intakes have some ridiculously-low air intake value so I can't fly around yet either. I will take this as... A CHALLENGE!! -
I'll be trying to add this on my own, but I think it would be cool to add it to the default RSS: We need a space center at the location of Area 51.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
jrandom replied to Starwaster's topic in KSP1 Mod Releases
What do actual heat shields cost? Maybe look at what a real command pod costs compared to a real heat shield and use that as your frame of reference?- 5,917 replies
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- reentry
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
Cockpits and SABER engines should be configured correctly. The wings already work with FAR. Advanced Jet Engines adds some nice turbo jets using the B9 jet parts as well. -
I flew a small plane in stock-scale last night and I just can't get over how small the place is! Or how powerful the jet engines are w/out AJE. It felt very arcade. Almost silly, even.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
jrandom replied to TaranisElsu's topic in KSP1 Mod Releases
"I'd love this realism mod if it wasn't for all the darned realism!" -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
jrandom replied to TriggerAu's topic in KSP1 Mod Releases
I did that when .23.5 came out and I was waiting for all the mods to get updated. I found that the stock-scale system just didn't hold much of a challenge for me anymore. I mean, it was kinda fun and all, but for me the joy of KSP comes from facing challenges I have no idea how to solve. This is why I installed RSS/RO (well, that and wanting to see what full-scale spaceflight was like). Squad's implementation of "science" I find to be pretty awful (their design wound up being exactly what I hoped they wouldn't do), and the new contract system doesn't interest me either. I want to explore. I have no shortage of missions I want to fly -- I don't need some set from a list along with budgetary constraints. It's the wrong kind of challenge for me. So! I shall wait. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
jrandom replied to TriggerAu's topic in KSP1 Mod Releases
I have to wait for all the RSS/RO mods to catch up anyways... ... wait... what the heck am I going to do this evening? I... I guess I could maybe read a book or something... -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
jrandom replied to ferram4's topic in KSP1 Mod Releases
Anything to get people off the stock drag model is a win in my book. I'm sticking with FAR, but the availability of this just might help more people shake some of the broken physics assumptions they've learned from stock behavior. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
jrandom replied to blizzy78's topic in KSP1 Mod Releases
All these mods are getting updated so quickly! This is great! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
jrandom replied to ferram4's topic in KSP1 Mod Releases
Be patient? I have 2 hours and 10 minutes before I can even get on a bus to get home to my KSP machine! Argh!- 14,073 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
Procedural Parts, man. Procedural Parts. The cone/smooth-cone shapes let you adapt any piece to any other piece. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
I'd like to thank the forums for not displaying Nathan's post until after I'd written mine. But that explains it -- Engine Ignitor is the one realism mod I'm not ready for yet. I'll consider installing it once I've pulled off a lunar mission and switch over into full Hard Mode (no reverts, no quickloads unless KSP itself glitches, permadeath). But I don't play Hard Mode until I've got the basics down and have done a successful land/return mission and have stumbled through how to get around any weird KSP physics issues that crop up here and there. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jrandom replied to RedAV8R's topic in KSP1 Mod Releases
RO actually simulates that?? -
I've been hit by that "Vessel Name" problem before (completely breaks staging in the VAB, too), but I have no idea what causes it. It hasn't happened to me for a week now, but I've been swapping mods in and out so much (and updating configs and lowering RAM usage) that I have no way of determining what the cause was. The only for-sure incompatibility I've found is that Final Frontier can cause all sorts of weird behavior. I'm rather bummed out, too. It's a really cool mod. (Much more interesting than the description makes it out to be.)
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It's a bit of an adventure to get RSS-EVE to work, but it does work. (I had to scale down all 8k textures to 4k and get very aggressive with lowering texture resolution in KSP and configuring Active Texture Management).
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I'm assuming that this gives all the other planets an incorrect axial tilt, then?