AbeS
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Everything posted by AbeS
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
That's why I made a fork for RSS, everything is pretty accurate! But keep in mind you need to do the modification mentioned in the sig or it won't work :/ -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Check my signature -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
AbeS replied to Tiberion's topic in KSP1 Mod Releases
That is definitely related to Realism Overhaul -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AbeS replied to Starwaster's topic in KSP1 Mod Releases
Yup, it can be done. Looks ugly though I would, for aesthetics, use for example: Pod -> Shield -> UP Decoupler -> Shield -> UP Decoupler- 5,919 replies
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- reentry
- omgitsonfire
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
In the catalog click settings, then click auto-tag and the new parachutes will appear -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
Erhm, try clicking arm parachute -
I don't think they are supposed to look that way it has no textures
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
Whoops, my bad then xD -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
Thought this should be here so you can see it chris -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AbeS replied to ferram4's topic in KSP1 Mod Releases
100 tons to LKO. Should I tell him about Ferram's Eotena? (hint: something to do with 5000 tons)- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Or use the launch windows planner in my sig You just need to click "Add Body", then select "Vessel", write down all the info and "Plot it!"
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
Of course it is compatible! FAR is a must have for RealSolarSystem for example!- 14,073 replies
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- aerodynamics
- ferram aerospace research
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the controls can be changed in the configs, I think. We would just need to forget what we know and start anew
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
it isn't a bug, just set the arm parachute to an action group. or right click. Good thing is, if you set it up correctly, you could arm all your parachutes while in space and they will work flawlessly when they should -
I don't know any of those languages! I just looked at it for a while and figured out what I had to change, I don't think I could add new stuff. They don't teach java and stuff to us, mechatronics students
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Went from Moho to Kerbin, probably should have tested a bit more but all the numbers were pretty accurate
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Eureka! It worked flawlessly!! dates, phase angle, ejection angle everything! Now, there must be a way to change that. But I don't really mind playing in specific dates so I will stick to Epoch = 0 for now
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I'm pretty sure it has to do with the Epoch, I had thought about setting it to 0 in the cfg and check if it becomes accurate. Will try it out in a few mins
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
There is a Scott Manley video in the OP IIRC, it's part of his interstellar quest series. He explain most of the stuff, or at least what you should pay more attention to. EDIT: Here it is:- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
it hasn't been done because of the licences. Nathan recomends using this Mod bundler for RSS -
yeah but the current texture packs just add more parts with the textures. I think he knows about that and wants a way to switch between the without having to use different parts
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So how do I use the epoch in the code of the launch window planner? Do I need to change the Mean Anomaly at Epoch of the bodies or what? I don't know how to change the epoch in the code, can't find it anywhere
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Try out the texture reduction mod, you're probably out of RAM Here -
I think it is the epoch too, I tested with the moons of Jool and all the numbers where accurate except for the dates. For the moons Nathan didn't mess with the stock mean anomaly at epoch so maybe that's why. I think it has to do with that number: Epoch = 1577907488.17727995 // KSP now starts in 1950. which I didn't use