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TheReaper
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KSP2 Release Notes
Everything posted by TheReaper
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
i cant see anything, i cant understand anything -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
Yes they are supposed to. Delete everything related to this mod and re install this mod using forum download links. Ä°f that does not work, delete everything, clean re install. Add this mod first, check if it works then install your other mods. if the mod works after that you are good, if it doesnt something you installed later is screwing with it. Why bother with all this? becouse mostly once something went wrong or some file corrupted, even if you delete , re install this and other mods it may not get fixed at all. KSP filing system could use a rework but i doubt we'll get one after you know big 1.0 release. Try this, its time consuming especily considering ksps long loading up times but it works wonders. firespitter has no use for me at all. It just makes the fuel tanks switchable to other fuels. But i dont do it, i just empty out the oxidizer if i want LF only with stock editor. Firespitter also has issues in terms of game stability. so i do not use it. This mod officialy removed firespitter anyway. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
im pretty certain you can use your imagination and in 30 seconds youll see im right. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
well in ksp you dont do flying within safety limits do you? Well i dont, you might, if thats the case you are playing it wrong -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
to be honest i dont use any of those mods like real fuel mft or ifs. But i suppose i can speak for some if not all for those who dont get into very complicated game changing mods: Keep it as simple as possible but easly useable to a wider audiance. That means, dont flood the part list with duplicate of each part, but if you can just add a switch fuel button to fuel tanks so it just cycles trough evreything from stock to interstellar or real fuel options, similar to firespitter. KSP has enough parts everywhere now with lots of mods and i believe it would be better if we focus on making those parts to be more versitale and more useable in all situations rather than adding more parts. Quality over quantity so to speak. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
its probably firespitter, that mod makes some problems for me in game stabilty so dont use it. I dont have any opitons to change fuel options. Re install firspitter or its DLL files . and btw: i cant wait for the new update it looks awesome! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
Personelly i dont care for the realism part, and ill reject the "balance" updates. KSP is a simulator game but with mor emphasis on the fun. Some people may seek fun in realism, but i dont. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
do you have any more wings avaliable that we can build together? if not in this update as a surprise , but next ones? One of the most enjoyable mods i have s o far. btw which engines are those in the screenshots? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
need updates and more parts! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
i have stock atmosphere and this mod , i find that there are almost no drag all the way down to 10km in re entery and lots of drag below, so much that planes that are lightest and the best lift force cant glide. But never encountered your problem. Perhaps your files descriptions on how to behave in stock atmosphere are corrupted, do a clean re install with a clean ksp without mods and stock atmosphere see if it continues. See if it happens with non-OPT planes. etc -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
for the next versions could we revise turboramjet and turboram intake combo? my plane of 85 tons ran 2.265 (orbital) velocity without engine failure on 22 km altitude even 0.6 intake value left. i ran engines on full power. bumb: "j inline docking still weird, it is always open, i cant close it, i cant right click it when i set up hotkey" -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
TheReaper replied to RoverDude's topic in KSP1 Mod Releases
[Removed by the moderation team]- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
TheReaper replied to RoverDude's topic in KSP1 Mod Releases
it works in 1.04 as i just tested , excelent work again. But i have a question, can someone explain to me what does the option of conservation do? you can chose velocity or angular momentum but i didnt see much clear difference both just moves you arround without dV. I dont need much of technicals or paper after paper of definitons just a simple english writing of what it does. Thanks.- 1,694 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
Hey uh i ws checking install file after some other mod corrupted the j inline docking parts tweakables, i re installed it fine but it says there would be "ships" file here, i cant find em, obviously they were removed from previous versions but any chance i can get em? i like pre made ships as they sometimes give good ideas. edit: j inline docking still weird, it is always open, i cant close it, i cant right click it when i set up hotkeys. Also how do you do the science in science bay? Electricty+4 kerbals = data? Could use more info Thanks for the awesome mod so far having tons of fun with new better looking spaceplanes. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
Thank you for the advise! Come up witha new unmanned design. It has poor fuel eficiency and TWR at take off and doesnt glide so well but high drag means its easy to come from atmospheric entries it slows nicely as long as you decend to landmasses poor gliding shouldnt be a problem. (dont know if my design has lots of drag or if the parts has, even updated stock aerodynamics does a terrible job at showing player proper info)Dont think it can handle heavier cargos but its something i come up with in like 5 mins to test out long tails and it works. note: Using landing gear under J experimental cargo holds is weird, it looks stupid. But it works, so its not stupid. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TheReaper replied to K.Yeon's topic in KSP1 Mod Releases
anyone else have this issue that your plane just wants to flip away from the prograde vektor? No matter how is your stability is in the start of the flight or the locations of your COM and COL ? Although it adds a freaking intense hardcore gameplay exprience when i land 70 tons and 3-5 kerbals with a flipping aircraft unharmed. ı have no mod that could effect this mods gameplay. I have stock aerospace. Sometimes it flips whens i move fast, sometimes when im slow sometimes when i am at certain altitude. I can rarely recover. I cant say i an ultimate expert on aerodynamic stability but i have an understanding on aircraft building in kerbal space program. I understand that what i said sounds like an issue of bad engineering on my part, i just would like to know if anyone else expriences it. Well yes this mod adds a lot more way to build really big spacecraft so maybe i am more rusty on going big planes than id like to think so. If thats the case, do you have any advices or reccomendations for me? ıd also lke some more wing combination options, only the biggest one and 2 others can combine into a larger wing. Making them suitable for each other would be really good, or wings that are long from the sides of the aircraft but not from the front-back line. like a shorter version of the big wing that has more surface to its sides. (bad english explanation,i hope its enogugh) Would also like pics or craft files on stable models if you d like to share, can give me some ideas. -
is it the one that comes with this mods front page? if so it ruins the game.
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- renaissance compilation
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
i also would like a more polished version, this mod does work fine, but needs a polishing with cleaner installs. i did tried astronomers several times with updates, seems like a glorified ram memory occipation mod. Yes the screen shots and the marketting is good but in overall in game exprience and total coverage, this mod bests astrnomers any time. any day. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TheReaper replied to Thesonicgalaxy's topic in KSP1 Mod Releases
everything but asset replacement file works, so i cant change the sun. -
What's up with parachutes in 1.0?
TheReaper replied to yopeasants's topic in KSP1 Suggestions & Development Discussion
ok i ve exprienced it too and waitiing for a thread like this: parachutes in 1.0 ARE AN ASBOLUTE MESS. re entry with 2km/s? no problem it only takes 3 seconds to decelerate to 50 m/s. no matter how big the craft is a single chute is the GOD of carrying weight. not only that, doing all the insane stunts and absolutely wrecking re entry situations, no damage ever coves to parachutes. NEVER. what is this? -
i wonder if any more or any special versions are coming in celebration of 1.0 lift off.