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TeeGee
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Everything posted by TeeGee
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Yeah I just downloaded all of these mods yesterday so I don't think they are outdated. 1) It's not tweakables. 2) Not coolrockets When I removed real fuels, ALL MY PARTS disappeared. Sigh. Im going to start over again. I have no idea what's going on. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Hmmm. Let me check because I'm trying to isolate the reason why this is happenning, so far I know none of the other mods I use bother to touch the engines or boosters other than Real Fuels and stockalike. Could it be coolrockets? Tweakable? Engine ignitor? I don't see anything wrong.. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
TeeGee replied to Raptor831's topic in KSP1 Mod Releases
Well now I'm having trouble with the SRB's. Whenever I put an SRB on a craft: 1) The activate engine icon doesn't show on the side tab 2) The engine appears at the bottom of the screen and is turned on IN the VAB 3) When I revert to VAB after a launch (after right click and activate engine), the game can't ID my previous craft and has "vessel name" in top, wrong flag, AND most of my parts have disappeared. This ONLY happens with the SRB's. I'll post a pic to show. Where is the SRB icon on the side stage icons? Oh NOW it appears on the pad. Look at the name and the side icons This last one is the clue it's either a real fuels or stockalike problem. -
Well now I'm having trouble with the SRB's. Whenever I put an SRB on a craft: 1) The activate engine icon doesn't show on the side tab 2) The engine appears at the bottom of the screen and is turned on IN the VAB 3) When I revert to VAB after a launch (after right click and activate engine), the game can't ID my previous craft and has "vessel name" in top, wrong flag, AND most of my parts have disappeared. This ONLY happens with the SRB's. I'll post a pic to show.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
OHHHH! I have this exact same issue! OK, it's due to stockalike real fuels then. How can we reignite these engines multiple times then? I don't see an electric ignitor part in the VAB only the universal one. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Yeah I always thrust foward with rcs before reignition to stabilize fuel flow AND the engine has more than 1 hypergolic ignition. I just don't understand why she won't reignite. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Also, I use real fuels in my KSP install and noticed that my 1st stage rocket using liquid H2 and 02 no longer can reignite after I coast to apoapsis. How can I reignite the 1st stage engine to circularize my orbit, is it even possible? -
WOW what a difference! I was suckered into using liquid H2/o2 because of the higher ISP BUT it requires HUGE tanks! Also, when I reached MECO to drift towards apoapsis, I tried to reignite my engines but couldn't do it. I DO have engine ignitor installed but no matter what I tried, the candles wouldn't light again. Can liquid H2/02 rockets launch in space again? I hate hypergolic ignitors but it didn't work. The fuel flow was also very stable, ignition shouldn't have been a problem..
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=) I did this before your 1st post! It was serendipitous! Thanks for your help! Awesome MOD!
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I tried to before and it said, webpage not available.
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I'm a little confused... I installed this mod with hopes that stock engines would now use real world fuels BUT the game still asks for liquid fuel and oxidizer (whatever those compounds are). Whenever I try to use other fuels, the game won't let me.
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Right. But the airbreathing engine is a turbojet engine, which switches to rocket powered at around mach 5. I think the RAPIER should be given the same treatment.
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Yeah I second this comment! Also, the linear aerospike engine... is it realistic in performance? That engine is incredible if it is.
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No no, I stated that my craft are overheating and exploding, NOT THE ENGINES! That's DRE. So as of right now the RAPIER engines are OP'd then. Ok, I'll refrain from using them for now until they are balanced properly.
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Well even when I bleed my reentry speed to 100 m/s and am on approach, I can't keep the airspeed down to make a 40-50 m/s landing. I use FAR. I may need to use airbrakes because my craft reach the runway at ridiculous speeds and have fuel left in the fuselage. It's getting frustrating.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Anybody have advice on how I can add ignitor system to the rapier rocket? -
AWESOME SPECTACULAR MOD!!!! YEAH This makes jet engines NORMAL! Has anybody made an ssto with stock parts yet?? I'm still working on it! The problem is HEAT. I have DRE and the plane keeps exploding when it reaches mach 4.5 at ceiling height with ramjets. Solution, I need to ascend quicker and use less powerful engines with less ceiling height limitation. As opposed to using turbojets then shifting to rockets, I thought why not use the rapier? (3 rapier) (2 rapier) (2 rapier 2 kerbal) Yay! The rapier airbreathing mode cuts out at the same height as the turbojets and rockets the rest of the way. I jet realized that the rapier is still not balanced. I'm going to wait until this plugin is extended to that engine. Until then, discard my above craft.
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Sigma Mission: Kerbol System Grand Tour!
TeeGee replied to Stratzenblitz75's topic in KSP1 Mission Reports
Blah, spaceplanes aren't hard to build. You've created a mission that can tour the whole solar system in 1 go. I don't know anybody that has done the same. Also, did you use any mods like deadly reentry during your missions? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Shouldn't the rapier rocket engines have ignitors as well? -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
TeeGee replied to stupid_chris's topic in KSP1 Mod Releases
Are the jet engines rebalanced as well? -
Sigma Mission: Kerbol System Grand Tour!
TeeGee replied to Stratzenblitz75's topic in KSP1 Mission Reports
You created a spacecraft that visited ALL of the planets in the kerbal system in ONE TRIP??? Wow man. You've mastered KSP. Did you use a mixture of ion and LV-N? -
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Great parts but I do have some more advice: 1) Windows on crew tanks either need to be smaller OR make the part weight MUCH higher. Glass is heavy. 2) Lift rating on wings etc are waaay too high, needs to be balanced more with equivalent stock parts. 3) Maybe thicken the wings up a bit more 4) That nose cone still bugs me.. 5) Drag ratings need to be UPed, I've been landing at 200 m/s sometimes even when I flare, but when I flare, because the lift rating is sooo high, I gain altitude as opposed to bleeding off just speed.
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Landing with nuclear engine
TeeGee replied to Itchylol's topic in KSP1 Gameplay Questions and Tutorials