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TeeGee
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Everything posted by TeeGee
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So is it safe to assume this mod is not working with 0.24 yet?
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
...I'm using this mod with my older 0.23.5 copy. I made one before KSP got updated. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
That's actually the least of my worries right now... I can't even get my rockets to fly straight anymore!! I deleted my old realism game because I was preparing for KSP 0.64 bit, but now that I've been itching for some realism overhaul, I decided to reinstall this mod. And man oh man things are falling apart! I have craft falling through my tanks, engines dont gimbal to keep my thrust flying through the CoM, pods have negative life support values, engines have conflicting stats (I use real engine cfg but apparently I read that it has been made default in ROS, which I am using now). The 3 kerbal pod has an off centre CoM now... why? If I wanted an off center of mass I would have done it myself with ballast. It's throwing everything off like crazy and I can't keep it flying straight. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
Just out of curiosity, does the engine thrust controller file go into the gamedata folder as well or is that supposed to go into the plugins folder? As of right now, I have the engine thrust controller v2 folder in gamedata and I can't tell if its working or not... And for some reason the life support starts off in the negative values on the launch pad and in the VAB. -
BEST MOD SINCE DR!!! I figured out the problem... it only works in Career AND the msgs show up on the side bar tab where my contracts show up as well.
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It doesn't work with me either. Does this mod require something else to function? Is it incompatible with Mechjeb? That's the only explaination I have for it not working. Here is my description: I grab the dll and put it into my gamedata folder and start up KSP. I attach parachutes to all my staged parts and launch using ascent guidance. I stage, see the chutes deploy and continue flying. I make it to orbit but haven't seen ONE notice stating my stages landed or crashed into the ground. I've tried this mod in career AND sandbox, still doesn't work. Please help. I'd LOVE to be able to use this mod, it's exactly what I am looking for.
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I did the same thing, strapped chutes on my stages and got NOTHING back after I staged. Not even a message stating they were destroyed. I even landed next to one!!! Does this mod require module manager? I have nothing else installed in my gamedata folder other than NASA parts and squad with Mechjeb2.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
TeeGee replied to Starwaster's topic in KSP1 Mod Releases
I feel embarrassed to ask but how do we deploy the inflatable heat shield? Whenever I mount it on my spacecraft, all I see is one giant dome that seems to be a stiff body object. Does it inflate out of the VAB? How do we mount this shield properly so that it inflates when we need it?- 5,919 replies
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- reentry
- omgitsonfire
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If you could only install 3 KSP mods... which 3 would it be?
TeeGee replied to Frank_G's topic in KSP1 Mods Discussions
1) DRE - Huge aspect of reentry 2) FAR - Huge aspect of rocket launches AND reentry 3) Mechjeb2 - Simulates real spacecraft navigational computers and is far more precise than any human pilot. Too bad it doesn't work with FAR. -
Getting payloads up into GSO without ANY use of expendable rockets will be a massive boost in orbital access. It would thus make launches cheaper and even accessible to average folk. Sure the initial structure will be expensive (super expensive) but because it will be sooooo easy (and safer) to get payloads into orbit, companies would rather use the elevator than rockets. Rockets explode.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TeeGee replied to Thesonicgalaxy's topic in KSP1 Mod Releases
No I solved it. I downloaded the med res texture from drop box which was missing some cloud files and textures. This mod really slows down the game fps though. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
TeeGee replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Allo. Little issue. When I installed everything required, I installed BA V5. the sun looks right, the clouds look right, but the planet isn't as blue. I reinstalled over and over again, but the planet doesn't look like it does in the pic. Neither does Mun etc. Why is that? Did I miss something? -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Yup, sorry I didn't see the "command pod" question. The pod, mobile lamp, RCS blocks are from FASA. The antenae is from AIES or Remote tech. Solar panels are from AIES. Tank is from Procedural Parts. Engine is from KW Rocketry and space shuttle engines. Engine stats and fuels use real engines and real fuels. I also use realistic engine ignitors. -
RSS/RSO full realism. Beautiful.
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Hey everyone! I've been trying to establish a satellite network over RSS RSO Kerbin but can't seem to maintain connectivity to the prob once it leaves KSC. I do have the multiple launch site patch and whenever I try to connect to the next centre, it doesn't seem to work. Is there a way to create a satellite network in RSS without using manned tugs to push the satellite into orbit? Thanks!
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What should be worked on after .24?
TeeGee replied to skyace65's topic in KSP1 Suggestions & Development Discussion
1) SOUND EFFECTS 2) Reentry heating 3) Life support 4) Drag model 5) Kerbal usefulness/ skills 6) Dust on powered landings 7) Realistic difficulty 8) Better special effects -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
I believe either from AIES or KW Rocketry. -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
She's almost done. I just need to add a few more touches to her. -
Solution: http://en.wikipedia.org/wiki/M-1_(rocket_engine) Best 1st stage engine ever designed. I was laughing SOOO hard when my rocket started going dry, the G load on my kerbals was reaching 15!! They almost died before SENCO. I decided to use SSME rocket engines for my V2STO for that very problem... I guess staging the Apollo rocket wasn't because of lack of thrust or performance, but because of crew safety.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
TeeGee replied to TaranisElsu's topic in KSP1 Mod Releases
Just to clarify, the 1st number on the TAC life support is days right? Then it goes hours, minutes and seconds? Or does it go weeks, days, hours, minutes? -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
Solved. I downloaded the new ROS from Github and that fixed the scaling issues. Thanks for the help! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
Sorry, I just wanted to be redundant. I just installed FASA today, it is v.4.92. So you think I should redownload ROS v 5.2?