AbeS
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Everything posted by AbeS
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I haven't really had a chance to test it myself, just changed everything to be exactly like the RSS configs. I think I will make a little test now. EDIT: BTW you need to remember it always assumes you are starting your transfer from a 0 deg inclination orbit. maybe that's what causes the inaccuracy. EDIT2: It really is way off, at least my tests for a Kerbin-Duna transfer, not sure why though :/
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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
you don't need engines that are the same size of your tanks! For example: 4m pod with a 4m tank attached, then a conical (rounded) tank that goes from 4m to 3m, then attach a 3m engine. Then use a procedural interstage adapter and maybe add bigger tanks below! Tons of possibilities! there are 0.5, 1, 2, 3, 4m decouplers btw -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AbeS replied to ferram4's topic in KSP1 Mod Releases
when you time warp your vessel wedges eastwards. In RSS it is even more noticeable than in stock. It can end up breaking your vessel. I think that's the issue, not sure though- 2,647 replies
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- kerbal joint reinforcement
- kjr
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There isn't much difference between RSS and stock for me, and I have a really crappy computer
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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
Even while using SAS? maybe you could use smaller engines or a bigger vessel -
The one looking for a launch window planner, check out the link in my signature. I DID change the mass of Kerbol and modified all the planets to the current RSS settings (it looks exactly like the default calculator but it isn't). I left the names as they are because when I tried changing those it stopped working
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
AbeS replied to DYJ's topic in KSP1 Mod Releases
I don't play career mod, so I didn't check. You did TechRequired = advAerodynamics -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
AbeS replied to DYJ's topic in KSP1 Mod Releases
He won't, at least not yet. You can add it yourself wherever you want -
I left the stock values for those, so it is accurate I think. BTW, I had to take the mass of Kerbin and Mun from Wikipedia because those weren't in the cfg either, and couldn't find them on github (didn't search thoroughly )
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Hope it is useful, waiting for Nathan to help me with the moons configs
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I like to help whenever I can
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Here it is, it works. The moons are probably funky because the LAN, Long of Peri and Mean Anomaly at Epoch aren't in the .cfgs. Should work for planetary transfers pretty well though. KSP Launch Window Planner for RSS all credits go to alexmun, of course
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I made a fork of the porkchop plot generator with the correct RSS numbers. Don't know how to test it though
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Nathan I did some of the work for you, it is just missing the LAN, Arg of Peri and the Mean Anomaly of the moons Here is the github how do I test it alexmun? EDIT: Figured it out, here is the link: KSP Launch Window Planner for RSS
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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
So Nathan said he would add a config that makes the 4m UP decoupler counter the offset of the mk1-2 pod, but I think he forgot to Just add this config somwhere in your GameData (WARNING: it only works if you use the heatshield: Mk 1-2 Pod -> Heat Shield for Mk 1-2 Pod (4M) -> UP40 Decoupler) @PART[decoupler_ftr_4m]:Final { CoMOffset = 0, 0, 1.0972 } -
Here, I made you a new "ALL" button
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It is intended, I could make you another one , give me a second
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But there's no way to modify Kerbol yet :/
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Are you using FAR, Real Fuels, Kerbal Joint Reinforcement, Real Solar System and Realism Overhaul? those should be used together with RSS
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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
let the ships break! (that's what they are mode for anyway ) this is awesome! -
[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 has been mentioned by stupid_chris that you shouldn't time warp because unexpected things happen, like your example. From my experience, you can warp at x2 without it breaking -
By looking at your pictures I can only say you should try using the procedural parts! I am amazed to see someone using only stock in RSS
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
AbeS replied to TriggerAu's topic in KSP1 Mod Releases
If you have the toolbar, you can switch between the Smoke skin and the default one