biohazard15
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Everything posted by biohazard15
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Seems to me you're doing something very, very wrong. If anything, Delta IV is not underpowered, but overpowered - and not just for stock, but also for JNSQ-sized rescales. Are you, by any chance, use a mod that alters engine thrust, or something like that? WRT DCSS TWR (wow, what a string of acronyms): it's supposed to be that way. Real DCSS is also slow.
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Little Joe II: yay, no more replicas, we have the real thing now! And it's so fun! Small QoL request: a notch (or red triangle, or whatever) on both boosters and body, to indicate correct placement for canted variants. Right now we have to rely onto good old Eyeball Mk 1. Something like this: Also, symmetry is kinda broken for its nodes - for example, when I try to place fins in 4x, it reverts to 2x.
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Took a hiatus from KSP, now I'm back and trying new stuff. Quiestion: how do I launch a single Voyager Mars? - Generic 4.25m fairing doesn't work well with VM truss. - Wide SLA could work, but there is no closed panels that can accomodate VM (wide panels lack closed variant) - DPAF base has no fairing and no good upper node to attach it. Using offset with fairings is definitely not something I want to try. - DPAF fairing (upper half) has no good lower node to use it as a standalone fairing base. - Using full DPAF is an answer, but that's a dead weight, which is bad. Or maybe I'm missing something, and one of Saturn fairing bases now has a switch for VM?
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The most obvious and absolutely the best solution here: don't use MJ autostage, ever. It's designed for stock parts, and doesn't work well with more complex staging designs, like BDB or MLP or... hell, it just doesn't work well, so don't use it and hit spacebar few times. Sounds like you're playing with stock solar system. Most part mods today, including this one and ACK, are designed for JNSQ-sized system (that is, 2.7x rescale), and thus are wildly overpowered in stock. For best experience, I suggest installing KSRSS Reborn and KSC Switcher (the latter is needed to change KSC locations).
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NASA: Artemis 1 will launch on 14.11.2022 Benjee: releases update on 13.11.2022, knowing that NASA delays Artemis 1 after every ACK update NASA:
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Kronometer isn't a "hard" dependency - KSRSS will work fine without it. However, this is right only for current Reborn beta version.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Okay, I can see logic in that. However, there are mods that add probes to the start node (BDB, for example), which makes it possible to complete KSRSS contracts without custom tech tree. Are there any future updates planned for contracts? If there's no optional patch, I'll just remove this update and replace files.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
I've noticed that the latest Gitlab update disables KSRSS contracts if no "unkerballed" tech tree is installed. Can you please provide an optional patch that reverts this? Contracts work fine on stock tech tree, and installing one of "unkerballed" trees is a no-no for me, since none of these provide full support for all my part mods.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
I've reported this happening some time ago. Thanks for confirmation and for in-depth analysis.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Clouds working fine here, even in main menu (which is kinda new to me - no clouds in MM used to be a bug no one paid attention to). For the starters, check your versions of EVE and Scatterer - Reborn needs the latest ones. Also check if you have any visual packs. TBH, it would be better to reassemble your mod loadout from scratch, using a pristine KSP install as a base. Looks like you may have too many leftovers from your past install.- 1,883 replies
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[1.8] v1.0 Chrayol Design Org. - ISRO Mod
biohazard15 replied to DylanSemrau's topic in KSP1 Mod Releases
Launching from Satish Dhawan Space Centre in KSRSS Reborn. Shortly after jettisoning ground-lit boosters, air-lit ones still burning. Jettisoning air-lit boosters. Jettisoning PS1. The rocket approaches Sri Lanka... ...and does what PSLVs do in real life - performs dog-leg maneuver to change its course from (about) 65deg to Sun-synchronous 98deg. To perform this in game with MJ: launch your rocket in PVG mode to -65deg orbit, at about 75 km altitude pause the game (via Esc), change inclination to -98deg, and unpause the game. ("Negative" degrees means you fly toward South, not North) If the rocket fails at this point, the debris will land in the Indian Ocean, far from any population centers. Inertia rules! Jettisoning PS2 and igniting PS3. Jettisoning PS3 and igniting PS4. Dummy payload in Sun-synchronous orbit - BDB Titan II RV with mass of 1369 kg. PS4 still has about 40% of dV left. Also: HE LIVES- 80 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Are you absolutely sure you don't have Sigma Dimensions left over from pre-Reborn? From my experience, BDB Saturn V in Apollo 17 configuration (LRV and all) should put a full S-IVB to about 130x130km, 28deg orbit, with a bit of fuel left in S-II. It may need a short puff from S-IVB if you have something heavier, but in any case S-IVB should have more than enough fuel for TLI.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Depends on where you use these engines. Ascent stages mostly fly OK. Orbital stages (like LDC upper stage with LR-87, or lighter Titan II builds like 23G) may end up in improper orbit.- 1,883 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
Try the following settings in PVG mode:- 1,883 replies
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I have the same error, but on my install crafts containing the pod load and fly without any such bugs. I do have BDB, though.
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Consider me interested. However, what's the RAM imprint when compared with "stock" Reborn? It uses 16-32K textures and is a fairly demanding mod. And visuals is something I tend to consider last - I run a parts-heavy install (BDB, Tantares, KNES, SOCK, ACK and a dozen of smaller parts mods), and it can eat up to 25GB out of my 32GB RAM. (Sometimes I seriously consider upgrading to 64GB. "Funny" thing is, I have a good 2x8GB set in my closet, but I can't install it due to CPU fan obstructing one of the RAM slots.)
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
biohazard15 replied to tony48's topic in KSP1 Mod Releases
2.5 was the old rescale patch for pre-Reborn version, with stock size as default. 2.7 is the new default in Reborn version, with stock size as a patch.- 1,883 replies
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Mars-Precursor Lunar Lander, aka Lockheed Martin Lunar Lander, currently in beta as "HLS" (no idea what does that mean): Can be found on Github (you have to download the repository, just like you do with BDB dev versions). Use tag "HLS" to search for new parts. Unfortunately, Benjee's version doesn't have the elevator - it has a loooooong ladder instead (I guess it has something to do with KSP physics).