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Zander
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Everything posted by Zander
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Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
Hey, I already asked this in the RO thread but that one seems to be a little inactive now so i'll ask it here anyways I've read through the last few pages of the mods threads and I was a little confused on the most recent stable experimental versions for MFS, RO, and stretchy for use together. Can someone point me in the right direction? I want them to be the realistic ones (real engines, real mass). thanks -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Zander replied to NathanKell's topic in KSP1 Mod Releases
Hey, I've read through the last few pages of the mods threads and I was a little confused on the most recent stable experimental versions for MFS, RO, and stretchy for use together. Can someone point me in the right direction? -
while nathan is busy with MFS does anybody know how to fix the sky so its not black?
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Now-defunct-thread-that-should-not-appear-in-google-search.
Zander replied to Cilph's topic in KSP1 Mod Releases
sorry I havent read the whole thread but is there any word on when he will update for .23? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Zander replied to rbray89's topic in KSP1 Mod Releases
Yeah I've got the mod installed correctly. But there are no clouds when i look up. i dont know why. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Zander replied to rbray89's topic in KSP1 Mod Releases
this mod does not change anything for me. I put all the folders in gameplay but When i put a rocket on the launch pad and look up the sky looks exactly the same. There are no clouds. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
At this point Im thinking all Nathan Kells mods involve increasing realism so wouldnt it be a better if RSS, MFS, RO,DRE, Remotetech 2,Stretchy , lifesupport, and FAR were all included in one realism package. This way they could be configured to work perfectly with each other, would not have any parts except for the tanks so would be very low RAM, and would drastically reduce the confusion of trying to find and download different versions of things and hope they work together. They could use a master config which would have the config options for everything in one file which would be a huge benefit That way the minority who want partial realism (eg: only MFS and no RSS or DRE) Could just delete the things they don't want and edit the config how they want. and the majority who want the full realism package just download 1 thing and are ready to go. Also easier for Nathan because he wont need to manage 4 threads at once and 4 mod packages. it would be 1 thread and 1 package -
Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
no i got it i just thought it looks really funny. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
Awesome! My rocket is looking better than ever! -
.23 causing some modded ships to not load entirely
Zander replied to Zander's topic in KSP1 Mods Discussions
Woooo its fixed! thank you so much. It was Remote Tech 2. -
.23 causing some modded ships to not load entirely
Zander replied to Zander's topic in KSP1 Mods Discussions
No idea what the first thing you said means, but If I try removing mods used on the craft it will tell me I can't load the craft because that mod is missing. But My ship IS using RT2. Please let me know what I should do thank you -
Modular Fuel System Continued v3.3 (OBSOLETE)
Zander replied to NathanKell's topic in KSP1 Mod Releases
hey Nathan I know you are pretty busy but I just wanted to remind you that units (either weight or volume) for the fuel would be super super helpful. I know you said a while ago it was a good idea but I was afraid you would forget -
.23 causing some modded ships to not load entirely
Zander replied to Zander's topic in KSP1 Mods Discussions
This hasn't happened to anyone else?? -
Yes but it is a lander. which means at some point people will be living in it in gravity and limited to the floor. @jrandom, that is great. probably a little bigger than the actual lunar module but this one fits 3 people. i would say since its a modern capsule it can use lighter material and it doesnt have to enter an atmosphere so 3 tons would be a good weight for me to use right? the CM was almost 6 tons
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The walls slope in to meet the floor and cannot be stood on. This is the usable floor space Now try to get them to stand within the usuable floor space and tell me thats not too cramped for 3.
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I suggest you look here. http://www.ehartwell.com/LM/SCATPhotos.htm This is the interior of the 4 meter LEM ascent stage. Now imagine how cramped a 2.5 meter module interior would be.
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I did not demand anything, Indeed anyone can make a pod that's whatever size or realism level they want. But, the OP seems (at least from looking at his pod) to be going for something that's very realistic and he even said he modeled it after the apollo LEM. So if somebody makes a recommendation on what they think could make it more realistic, dismissing it by saying "the games not supposed to be realistic" is kind of unfair I think.
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mine doesnt look like that, im using the scalled 4 meter pod in realism overhaul which is realistically sized. obviously because the interior is bigger than the exterior. impossible in real life but possible in a game. if the interior was scaled correctly to the exterior then it would be far far more cramped with no room for 3 kerbals. And to all those saying things like this game isnt supposed to be realistic.. YES IT IS.. if you dont want to play a realistic game go turn on star fox or space invaders. you bought a game that attempts to simulate a space program. its not unreasonable to want properly scaled vehicle interiors
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It is unrealistic to allow 3 kerbals in this tiny lander. I edited it to make it 2 and I highly recommend the OP do the same because there is no way in hell 3 kerbals can fit in there. Its not realistic and kind of cheating. I recommend deleting one of the pilot seats and just having the one pilot seat and pull down back seat. and I really think the interior should be made smaller because this thing is about 1/4th the size of the real life ascent stage of the apollo LEM but from looking at the IVA seems to have the same interior size as it.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Zander replied to stupid_chris's topic in KSP1 Mod Releases
Wow you fixed the chute clipping I complained about! youre awesome. -
Has anyone else experienced after .23 that some of your ships that used mods just load partially and get all messed up? For some it says invalid parts, but for other ships i can load it, but only half the ship loads and it wont stack anymore properly. Anyone know which mod causes this specific error with .23 so I can remove it and load my ships?
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Thats what i have, i have an upside down interstage fairing adapter with the engine attached to the bottom node and a decoupler attached to the bottom of the engine. but when i detatch the fairing it still splits into 2 pieces.
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Can someone please tell me which mods could be causing ships to only partially load in the VAB? since updating to .23 If i load a ship only a small part of it loads and the rest is invisible. also attachment points on the part that did load are all messed up and stacking is not working for it. Starting a new ship seems to work though.