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biohazard15

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Everything posted by biohazard15

  1. I guess so. Sorry, but I can't stand "mesh plumes". Rocket engines do not eject 3D plumes that look good only from certain angles (and look much worse if you look from where you weren't supposed to look. I can give you screenshots, if you don't believe me)
  2. Any chance for RealPlume configs for those glorious new engines? Or it's all WaterFail nowadays?
  3. Welcome to the forums! For 0.7, you should place only KSRSS folder in Gamedata. It contains all the stuff (textures, VE, 2.5x configs etc). 0.6.1 comes in three folders - KSRSS, KSRSS-Textures and KSRSSVE - be sure to delete all of these before updating. Also, you should get the latest version from Gitlab, not Github (link: Files · megapack · KSRSS / KSRSS · GitLab )
  4. Request: Boeing\Hughes HS 376 satellite bus Last couple of days, I've been trying to make a good-looking replica of TACSAT 1 - prototype military commsat launched in 1969. It used Hughes HS 308 satellite bus - a cylinder 2.8m in diameter, covered with solar panels. Think BIG Pioneer 6 (without motor, although it was added in later HS series buses). While "cylinder" part is not a problem, "covered with solar panels" is. Curved solar panels are extremely rare feature in KSP mods - I know only of NFElectrical, and these are too big for KSP-scaled HS-308 (should be either 1.25m or 1.5m). Thus, I humbly request several parts which can be used to make a HS-series cylindrical satellite buses. Mainly HS 376 (since it has some notable and fun features). Suggested parts: - Probe core: 1.25m diameter, cylinder about 0.5m height, gray color. SAS, reaction wheels, about 40 Ec. Has built-in RCS with tiny monoprop supply. - Equipment bay: Same dimensions as probe core, covered with solar panels, empty shell with toggleable endcaps. You can place anything you want in it, including other probe cores (to make pre-376 buses). Make a sandwich with probe core to make HS 376 main body. Toggleable node for telescopical solar panel (see below). - Telescopical solar panel: No, I'm not kidding. Diameter slightly larger than 1.25m (to accomodate satellite main body). Height of about 1.5m, attaches to aforementioned toggleable node. EDIT: Sorry, pasted wrong link (that particular page can be accessed only via Wayback Machine). Fixed.
  5. Europa F-7 + STV (1968-70) Been thinking where to put this - CRE or KNES (since both mods are essential for this rocket). One coin toss later, here we go.
  6. AWESOME! And my sincere condolescences, since you'll have to deal with KSP's wheel physics. Hopefully it'll turn out okay!
  7. Gorgeous! I must ask, though - five parts, as the current one, or more? Also: a 3.125 -> 2.5 petal adapter, pretty please? To use LDC and Delta IV as Apollo launchers?
  8. Some 2 cents: Rotanev structural end cap for 7K-L1 (as specified in @Friznit's wiki) becomes available much, much later than other Zond-related parts. IMO, all these caps should be available at Engineering 101, if not at the very start. They are, after all, just end caps. Also: please consider adding RCS to Blok-D. Sure, you can add existing parts - but this looks like (and in fact is) a "kolkhoz tuning", as we like to say in Russia (means "hillbilly mod"):
  9. It looks like it's okay, but I had no crafts in transit or on unstable orbits (completed all current missions before updating). Anyway, backup your save(s) and KSRSSKopernicus folder before updating, just to be safe. Source code for the DLL. It's not needed to run the mod.
  10. So I've been surfing around and found this: CobaltWolf/BREXIT: British Rocket EXpansion and Integration Technologies (github.com) Doea anyone know if Astris was picked by some mod, or is there a fixed configs for it? Looks like it's the only Astris model for KSP in existence, and it's totally pre-alpha.
  11. WRESAT The WRESAT (Weapons Research Establishment Satellite) was the first Australian satellite, launched from Woomera Tet Range at 29 November 1967 on Sparta - a Redstone rocket with two additional solid upper stages.
  12. @tony48 I see that in the latest commits on Gitlab there are some orbit changes. If I use these on existing save (0.7 beta & 1.10.1), will that save be okay?
  13. There is a new fix on Gitlab that address this issue. For me, it fixed mirrored surface in VAB\SPH. But it seem to introduce a new one - now in VAB\SPH the planet surface itself is black or more like dark gray.
  14. KSRSS. They are bundled with it (0.7 only), just install EVE and scatterer. Note that the pack itself is somewhat buggy - see last few pages of KSRSS thread.
  15. Mirror surface as in space center scene itself, not in VAB\SPH? That's new. As for equator - you can't, since there is no real launch sites that are located directly on equator (except SeaLaunch, but it's not implemented here). Closest thing you can get is Kourou. In theory, you can edit Earth.cfg to change default launch site to somewhere on equator.
  16. So at least the main stuff will be able to use existing RP effects? That's very nice. Because I can't force myself to see this:
  17. I'd like some clarification on that. Future Saturn update, for example - will these get RealPlume support, or will I be forced to use Waterfall?
  18. As I said earlier, 16GB is recommended for any major planet pack, even if you do not plan to install part mods alongside it. 8GB is a minimum for stock game to run fine. You can try, but the game would very likely crash on loading or soon after it, even if you use 4K textures and set graphics to bare minimum.
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