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Jerry060599
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Bottle Rocketeer
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Jerry060599 replied to shaw's topic in KSP1 Mod Releases
Is it just me or is reflection currently still broken? (On both parts and helmet visor) I see that there are patch notes on reflection stuff getting fixed and no one else seems to be having any issues. I see no exceptions in my logs. Edit: Sorry. I found the issue. Reflection had to be enabled in the settings menu of both the game and the mod. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Jerry060599 replied to tajampi's topic in KSP1 Mod Releases
Here: https://drive.google.com/file/d/0B-AmS2w7GkSQZ2pzWWg3ZEZob3M/view?usp=sharing From a partial download of the KerbalStuff torrent. Spent around ten minutes hunting for it. Had brief moments of joy when anything with "engine" shows up followed by utter disappointment. :3 Cross fingers I won't get sued over this though. (All credits to the almighty mod maker) -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Jerry060599 replied to bac9's topic in KSP1 Mod Development
After about an hour of testing and another hour lurking reddit while the game loads, I think I got the issue. Somehow, FAR doesn't like the S2 SAS unit and I didn't notice until I built a plane. Idk if the lack of lift come from this or not but I guess Ill just do without FAR for now... -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Jerry060599 replied to bac9's topic in KSP1 Mod Development
Here it is: https://drive.google.com/file/d/0B-AmS2w7GkSQdXdEQ3dPRXV2VnM/view?usp=sharing Pastebin would stop responding so I had to use drive. At [LOG 09:39:52.584] and [LOG 09:40:36.701] there seems to be some Kraken work. At [LOG 09:41:19.195] you see Jeb heroically giving up his life for this science data. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Jerry060599 replied to bac9's topic in KSP1 Mod Development
Is it just me or is the unofficial release of this mod for 1.0.5 not compatible with the lastest FAR? All procedural wings seem to provide little to no lift. -
Just wondering, is everyone's tech tree working? I have unlocked nuclear propulsion and meta materials but the fusion node did not appear. :/ I am using the latest version of ksp with some other mods. Im sure its not any of the mods fault because i have the same problem in stock ksp with a clean install of interstellar.
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SSTO + FAR + Deadly Reentry Help
Jerry060599 replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
I can post screen shots but that would not help as ships in ksp are far more than its appearance. I can give you some very usefull tips, however. 1. 10000m above ground is NOT nearly high enough, I would say atleast 23000 m and if you can mannage, 26000m is even better. 2. Don't go for big and heavy, go for a slim, small design. 3. Use saber engine from b9 parts pack. They really help. 4. Air breaks from b9 parts pack is a MUST. It is insanely hard to slow down in a sleek plane traveling at 2~3km/s. 5. Place all air break on the top of the plane and put other smaller parts(like RTGs, batteries and monopropellent. ) in a cargo bay from the b9 parts pack so that they wont burn up during reentery. 6. When returning from orbit, change your periapes to 14000m. It seems to be the perfect height for slowing down but not fast enough so that the plane burns up. 7. MOAR INTAKES. At least 2 intakes for every engine. 8. Struts don't hurt anything but maybe your fps. Strut the wings up to prevent wobbling. Thats it, all the thing i can think up the top of my head of the lessons i have learned by trial and error. Enjoy -
There seems to be a slight (But VERY annoying) incompatibility with all air intakes. Putting on mechjeb will result in all intakes other than the "pair" first placed to stop in-taking air. Took me hours disassembling,reassembling,uninstalling and restarting to pin point this issue. I am not sure if it is so in stock ksp but i'm am sure that it breaks B9 saber engine intakes at the very least(again, only one pair of intakes will actually work). BTW, thank you for all the hard work you put into this mod. I really enjoy using it to the point where I now dread actually performing maneuver nodes manually. Though it will be much appreciated if the issue is fixed soon as i really enjoy building ssto's and I hate to see all the designs that involve multiple intakes simply refuse to work.
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Me 2. What i found is that if ur ship exits kerbins soi and u go 2 space centre it make lazor unusable.I hope they fix zis soon.
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Lazor isnt detecting the ground with the kethane plugin on.(works on kerbin but not on eve)