firstpirlo
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KSP2 Release Notes
Everything posted by firstpirlo
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[0.23.5] TweakableGimbal (V0.2.1 release: Jan 18, 2014)
firstpirlo replied to HoneyFox's topic in KSP1 Mod Releases
this is the add-on you mention last night! -
[1.2] Procedural Fairings 3.20 (November 8)
firstpirlo replied to e-dog's topic in KSP1 Mod Releases
R key works,but I still can't attach the fairing to the surface of the craft,or it will be like that pic shows. -
[1.2] Procedural Fairings 3.20 (November 8)
firstpirlo replied to e-dog's topic in KSP1 Mod Releases
Because there are some solar panels on the service module:rolleyes: -
[1.2] Procedural Fairings 3.20 (November 8)
firstpirlo replied to e-dog's topic in KSP1 Mod Releases
Request a feature that set different radius and height for different sections to make fitting the fairings with escape tower easier. It's so hard in current version:rolleyes: -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
firstpirlo replied to ferram4's topic in KSP1 Mod Releases
I use procedural fairing as fairings of engines,and the rocket shakes a lot.I ask Honeyfox about it and he said maybe it's KJR.I'll try again. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
firstpirlo replied to ferram4's topic in KSP1 Mod Releases
ProceduralFairings seems to have some problems with KJR.Its auto-struts doesn't work. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
firstpirlo replied to HoneyFox's topic in KSP1 Mod Releases
which western mod I haven't seen? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
firstpirlo replied to HoneyFox's topic in KSP1 Mod Releases
too young too slow,sometimes naive:D -
:rolleyes:I would like to know how can we player get the size of models.I'm trying to make realistic rockets in a real size to play in RSS.But I don't know the current size.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
firstpirlo replied to stupid_chris's topic in KSP1 Mod Releases
Yeah!cutAlt:cool: -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
what does the realisticmass mode change in number? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
firstpirlo replied to stupid_chris's topic in KSP1 Mod Releases
I would like to request a new feature that automatically cuts the parachute at a specified altitude:rolleyes: -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
oh I see.. -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
I add one part that includes engine and tank to engines.cfg and create a modularFuelTanks.cfg,but only the tank editing works,the engine is still like before.Here is the the engines.cfg,what's the problem? @PART[AtlasVCCB] @mass = 50 @maxTemp = 1800 @MODULE[ModuleEngines] { @maxThrust = 4152 @heatProduction = 149 @atmosphereCurve { @key,0 = 0 340 @key,1 = 1 310 } @PROPELLANT[LiquidFuel] { @name = LiquidFuel @ratio = 0.39 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.61 } } @MODULE[ModuleGimbal] { @gimbalRange = 1 } MODULE { name = ModuleEngineConfigs origMass = 50 techLevel = 5 origTechLevel = 5 engineType = L configuration = LiquidFuel+LiquidOxygen modded = false CONFIG { name = LiquidFuel+LiquidOxygen maxThrust = 4152 heatProduction = 149 PROPELLANT { name = LiquidFuel ratio = 0.39 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.61 } IspSL = 0.99 IspV = 0.99 } } } -
more solar panels make the small satallite seem weird,i'd rather edit the powerCurve:)
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Thanks,i will:rolleyes:
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After my satellite open the solar panels,the electric still decreases and finally it lose control.Should I edit powerCurve of the solar panel?
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Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
I'll try,thanks:cool: -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
So how will the engine setting and tank setting UI be in the game? -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
Can it be added to a part that includes both tank and engine?Like the Soyuz rocket in soviet pack:rolleyes: -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
What if I change the “type of engines†of one engine? -
Modular Fuel System Continued v3.3 (OBSOLETE)
firstpirlo replied to NathanKell's topic in KSP1 Mod Releases
What does the word "engine type" refer to in Engines.cfg?