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Kassler, since you have had problems multiple times now. ***HOW*** are you installing the mods. Are you just downloading them from Spacedock/github and doing it the old fashion, more precise but much more fiddly manual copy to your GameData, or are you using CKAN? If you are using CKAN note that adding and removing mods can result in "ghost" files in your GameData directory. Files that you and CKAN THINK are gone but are still there. IMHO 99% of the time the remnants are of no issues but 1% of the times this will bite you in the butt! I personally only started using CKAN continuously earlier this year, after having played this game since BEFORE CKAN was a thing. Each time I remove a mod via CKAN I go and manually delete everything not SQUAD from my GameData and re-install everything again. This reduces "Ghost files" and lowers the chance of something hidden being problematic for your play-through.
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Aero Physics, while not perfect was fixed in V 1.0 something or other. I am talking about the really bad aero physics from like V0.36 where if you put 30 canards at the front and 30 canards at the rear of a structure you could infinite glide it just by deflecting the surfaces up and down slowly. https://wiki.kerbalspaceprogram.com/wiki/Infinite_glider Besides EVEN FAR is far far far from close to perfect.
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Sorry yes I was. Mount it on top? Set the Aircraft into either level flight or a slight descent. Decouple, Pitch up, Kick the motor and go? I have thought about launching the Pegasus on a Finned Titan I or Titan II as well (not certain how that would work but it can't be worse than Minotaur/Pegasus Minotaur C, right?
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First I love the organization and goal of this tree. Something I have long wished for! Even with USI Sounding rockets installed... if you are doing a purly science Career the tree won't work... I had to cheat 10 Science to get things started (the USI Sounding Rockets first science unlocks are after having 1 science already.) Also a small suggestion beyond moving at least one USI sounding rocket science to start. Could you please Put some of the "I only have one use with this other group of parts" parts all in the same node. Specifically the Gambit/Samos return bucket. You are mid-career before you unlock the heat-shield or return SRM they are well behind the Parachute and actual Return Bucket in terms of science Unlocks.
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[1.12.x] SpaceTux Industries Recycled Parts
Pappystein replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah I am aware of Koose. I had a backup of its OG zip on my old WD NAS but it was one of the ones affected by the "Virus" where it was purged and the drives left badly mangled... The Zip was not intact after rescuing it from the rotten drives. Either way it was made for KSP 0.18 and earlier and would have needed a complete re-build to work with modern KSP... it was the size of a Mk1/Mercury pod so I just use BDB's Mercury pod in role with some scaled down Airbrakes (1/4 scale) top provide the extra breaking assistance. I just thought it was cute (specifically the Air-brake/Chute on top) and it is literally the last part from back then I would need to re-create some of the stations I used to build. It was the first instance of a functional Air Brake in KSP (predating BAC9's for the B9 Plane pack) -
As GoldForest stated, the fact that the SLA has two nodes one right on top of the other is a constant problem when building a Saturn V type rocket with Lunar module. BUT there are also certain mods that can cause problems with BDB parts (TweakableEverything is a prime culprit and in my opinion should be considered in-compatible with BDB!) Is this a rocket YOU made or is it an existing Craft File from Frizznit that is included in the BDB Zip download? Follow the Troubleshooting steps as laid-out in my signature below. In the future, please do not share images from Discord. Discord deletes them after only a couple hours so it is impossible for us to help you with your images. Rather you can copy the image yourself and put it on a picture hosting website (I use Imgur.com because it has some native features in the KSP forums) If that doesn't help you you will have to provide KSP logs via a file sharing site because you have a mod interaction that is blocking the proper deployment.
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[1.12.x] SpaceTux Industries Recycled Parts
Pappystein replied to linuxgurugamer's topic in KSP1 Mod Releases
dang, Took my favorite "pre release" KSP mod I was playing on V0.21 and brought them up to snuff very nicely! Now I have to reproduce my old patch file to convert them to LH2. The only old school V0.18 to V.23 mod I am missing is the OG Escape pod (pod shaped thing with a combined airbrake/parachute on top) It went defunct and lost with the move to Curseforge. I don't even remember the name of it now.... -
Nice work there on all the Cluster Saturn I rockets! Now get to making the UA1205/1206F Saturn I and the Saturn I Monohull! *I JOKE I JOKE* RE S-V. "Nearly Identical" is both more and less correct than it seems. Von Braun HATED, ABSOLUTELY HATED, the idea of Balloon tanks, He did not trust them and it was only well into the Atlas Agena campaign out of the Cape before he grudgingly accepted the of such devices. So to meet needs Convair designed the S-V utilizing the Centaur "waterline" but using a much thicker gauge sheet steel that had extra reinforcements. The extra mass was offset by using the RL10-B3 (XLR-119 USAF designation where RL10-A3 is LR-115) engine with its higher thrust. The Higher thrust was greater than the mass gain and thus S-V stage was more efficient/powerful than standard Centaur. Note I said Convair Designed S-V.... Not NASA Lewis. It was NASA Lewis Research center that "fixed" Centaur and designed all follow on Centaurs until Centaur III. Incidentally Centaur III's actual designation is Centaur D.3 . It is also Lewis who screwed up the naming convention for the Centaur family as laid out by Convair which makes researching them FUN. Lewis Research would re-design The S-V a total of 2 times after fixing Centaur A (latter Centaur D because of their nomenclature screw-up/inconsistencies)