

Shtirliz72
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Everything posted by Shtirliz72
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Shtirliz72 replied to cvod's topic in KSP1 Mod Development
Um. Does it ok to use this tech tree with contract science modifier? Or should I turn off modifier? -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Shtirliz72 replied to cvod's topic in KSP1 Mod Development
Does this tech tree support Multipurpose Colony Modules for MKS/OKS? -
KOSMOS 3/14/2015 RD-170 Family Released!
Shtirliz72 replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Why not release beta version on github? -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
Shtirliz72 replied to Arachnidek's topic in KSP1 Mod Releases
Yay! It will be in v15? -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
Shtirliz72 replied to Arachnidek's topic in KSP1 Mod Releases
It would be good, if B9 Procedural Parts were included in tech tree. -
[0.90] KSP Interstellar port maintance thread
Shtirliz72 replied to Boris-Barboris's topic in KSP1 Mod Development
KSP is _beta_. You know what _beta_ is, right? KSP Interstellar by Boris-Barboris is _developed_. It's not even released. Why the hell you install _developing_ mod in _beta_ game and cry that your saves now became broked? If you don't want this mod, then just install original mod by FractalUK. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Shtirliz72 replied to stupid_chris's topic in KSP1 Mod Releases
Ok. Test case was simple: Command Pod mk1 Rt-10 Solid Buster Mk-16 Parachute 2 x RealChute Radial Chutes Mods Installed(fully reinstalled KSP with mods week ago, all mods are actual with latest versions): Adjustable_Landing_Gear-1.0.4 B9_Aerospace_Pack_R5-2-8 DeadlyReentry_v6.4.0 DockingPortAlignment_5.1 FerramAerospaceResearch_v0_14_6 Interstellar_090_0136 (from develop) Karbonite_0.5.5 KerbalAlarmClock_3.2.3.0 KerbalEngineer-1.0.15.2 KerbalJointReinforcement_v3.1.1 MechJeb2-2.4.2 MKS_0.22.6 Mod-Oriented_Tech_Tree-0.3.1 ModuleManager-2.5.9 NavHud_1.1.4 OPTV1.5 PlanetShine-0.2.2.1 RealChute_Parachute_Systems-1.2.6.3 RemoteTech-1.6.3 SCANsat_v10 TacLifeSupport_0.10.2.15 Toolbar-1.7.8 Trajectories-v1.1.3 TransferWindowPlanner_1.2.3.0 VenStockRevamp-1.7.2 WaypointManager_2.1.2 Active Texture Management 4.3 x86-Basic-Release I would like to tell addictional info, but I don't know what kind of info you expect. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Shtirliz72 replied to stupid_chris's topic in KSP1 Mod Releases
I don't know why, but sometimes parachutes doesn't arm. And when parachutes deployed sound of deployment run twice(Or single time when they doesn't arm). That just strange. UPD. Chutes doesn't arm when in settings toggled predeployment by pressure(0.01). With predeployment by altitude all goes normal. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Shtirliz72 replied to bac9's topic in KSP1 Mod Releases
And please, correct name of mod at curse to actual version(it show "5.2.7", not "5.2.8"). - - - Updated - - - Ok, got it. Thanks for answer.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Shtirliz72 replied to bac9's topic in KSP1 Mod Releases
Thanks for release! Uhm. I have a question: did you use gitserver other than bitbucket for your releases? It's just last commit in master was 04.10.2014. Yesterday I installed B9 from current live branch and now wonder what would be better to use: B9 from live or new 5.2.8?- 4,460 replies
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Isn't it already exist in Trajectories Mod?
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SSTOs! Post your pictures here~
Shtirliz72 replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
So, here my craft: S2Wide x 3 SSTO 350t wet 175t dry can carry 60t to 100 km orbit and return with cost of operation near 10k money. -
Ok, I'm back. So I just built new 350t SSTO. This one just got 300t less weight than previous one(because of which I started this thread) top view bottom view Plane got 7 pairs of wheels. So I tried some things to launch safely my new plane: 1) Installed Kerbal Joint Reinforcement. result: runway blow up. 2) + Installed Part Angle Display and adjust right angle of the plane(365,55). Put plane to ground in editor so it will fall from minimum height. result: runway blow up. 3) + with clamps result: runway blow up. 4) + launch in dry state(with mass 170t) result: runway blow up. 5) + used LargeCraftLaunchFix by Claw result: runway blow up. So actually most of tips doesn't worked at all. Plane will launch for height of 1m(near kerbals height) whether of how close to ground I put him in editor. Sorry, Steven Mading, you were right about this and I was wrong. So the only choise for me is to turn on "indestructable buildings" =( Result images(of launch dry 170t plane with all options above): Plane on clamps Runway blows up 1 Runway blows up 2
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Shtirliz72 replied to bac9's topic in KSP1 Mod Releases
Just use a cargobay section and don't open it.- 4,460 replies