AbeS
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Everything posted by AbeS
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
AbeS replied to Tiberion's topic in KSP1 Mod Releases
Do you have many mods? you probably reached the RAM limit. If you do, try this out: Active Texture Management -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
AbeS replied to DYJ's topic in KSP1 Mod Releases
a) You just quoted the definition of it -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
AbeS replied to DYJ's topic in KSP1 Mod Releases
a picture would help, they do provide lift. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Chronic do you have the cfgs included in the EngineIgnitor folder? because that will conflict with the RO changes -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AbeS replied to Starwaster's topic in KSP1 Mod Releases
About the "not shielded" that's from FAR, parts are shielded if they are inside fairings, which mean they won't affect the drag- 5,913 replies
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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 is RSS related, but I would bet it is a stock bug that is revealed while using RSS. I don't think there's a way to fix that yet (Sometimes it hides if you zoom in) -
with pfairings you can, I think he is using the interstage adapter upside down
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
AbeS replied to sarbian's topic in KSP1 Mod Releases
I didn't mean to offend you either, like codepoet, your post just made me remember those days -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AbeS replied to Starwaster's topic in KSP1 Mod Releases
to test if it's the same, do it with fairings, then without them. Check the temperatures at the same altitude and velocity. The temperature of the pod shouldn't be the same in both experiments.- 5,913 replies
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Really nice! We will finally get engines without those ugly plates! Keep up the good work!
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I have made it to orbit with the first stage of the Saturn V and the mk1-2 pod using RealEngines... the rocket made it, the kerbals...
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
AbeS replied to sarbian's topic in KSP1 Mod Releases
I know, I wouldn't want that change either.. (sometimes I'm too lazy for EVA) I just found the comment funny And he can use has his limitations himself as you guys have mentioned -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
AbeS replied to stupid_chris's topic in KSP1 Mod Releases
stupid_chris has said many times not to deploy chutes under warp, unexpected things may happen -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
AbeS replied to sarbian's topic in KSP1 Mod Releases
it's just like docking It was really hard at first though, many kerbals died reentering Kerbin on the first tests BTW you can use KAS for EVA tethers if you want -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
AbeS replied to sarbian's topic in KSP1 Mod Releases
That made me laugh xD, is it really that hard? it's way easier than docking, which is pretty easy once you get the hang of it -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
AbeS replied to sarbian's topic in KSP1 Mod Releases
It lets them move through everything, even fuel tanks and engines But that's a really good idea! -
Shouldn't that be expected for stock-alike configs?
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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 realism but to change it you'd have to change throttle in the cfgs, set it to 0 for all engines Nathan, then we no longer need the other gimbaling plugin? or we are supposed to use both now? -
RftSEngines do that
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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
AbeS replied to Kickasskyle's topic in KSP1 Mod Releases
how does the scale outside of the nodes work? what does it do? -
[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
AbeS replied to Kickasskyle's topic in KSP1 Mod Releases
don't mess with rescaleFactor and scale (the one outside MODEL{}) // --- asset parameters --- MODEL { model = KWRocketry/Parts/Engines/3mGriffonXX/KW_3mEngine_GriffonXX_M scale = 0.8, 0.8, 0.8 } scale = 1.0 MODEL { model = KWRocketry/Parts/Structural/KWDecouplerShroud/KW_Auto_3mGriffonShroud scale = 0.8, 0.8, 0.8 } What you need to modify is the scale = 0.8, 0.8, 0.8 inside both MODEL {}. I'm not an expert, but I'd try setting them all to 0.533 and see if it works -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Actually that's intentional, to make it look more realistic.