nablabla
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KSP2 Release Notes
Everything posted by nablabla
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Hi, my simple suggestion to make it even cleaner: The symbols in the VAB are extremely needed (and missing in ksp1), a simple but quality of life change. However whould you consider using the standard Labels instead? So change from XS, SM, MD, LG, XL to what they usually are everywhere: XS, S, M, L, XL I would like this: Also it would also be great, if for fuel tanks there were labels indicating the fuel type (like monoprop/methane/xenon/hydrogen)
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Release KSP2 Release Notes - Update v0.1.1.0
nablabla replied to Intercept Games's topic in KSP2 Dev Updates
That is a lot.... -
Hi, I am also missing three things from the dev's wanna-fix-list that totally spoiled the experience for me, those are the first two of you list. >>Building interstage fairings is impossible>>. And >>when using a fairing it often explodes on launch<<. And then there is the stuff-falls-out-of-the-sky issue when undocking. All of these three things were visible on many famous youtubers (matt lowne had all three of them).
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RP-1 Realistic Progression One for KSP 1.12.3
nablabla replied to pap1723's topic in KSP1 Mod Releases
Hi, I just tried out RP-1 using this guide to install everything https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.7.3 seems to work fine. But there is one thing I can not understand. It suggests to go for Kerbalism instead of TAC, so i gave it a shot. But in Kerbalism the science experiments all take time. which is a good idea for manned missions and stuff. BUT now i want to get past the sounding rockets era. But I can not get any science because telemetry, baro and thermometer takes 5~10min and restarts if situation changes. No sounding rocket is in the air for that long, even with parachutes, and if it was it changes the situation all the time and that is quite annoying . How about changing these simple experiments like reading a temp or pressure to something more like 5~10 seconds? I then deinstalled Kerbalism and added TAC life support (new savegame), but now the science of baro and thermometer is transferred and it says "DONE" but the science is never added to my pool and the experiments are still as if they were never done -
[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
nablabla replied to severedsolo's topic in KSP1 Mod Releases
Hi, I am using ScrapYard version 1.3.1 on ksp 1.73 with RP-1 (including KCT) I clicked on recover vessel and got the funds back (SY did not work properly?) then in the VAB i clicked on the SY icon and there are some parts (with no name, mysterious :/) I can set the recovered parts to be used. (The respective parts now say "previsous uses 1" => so SY works?) but the KCT does not change (wich is the big benefit => So it does not work at the end). Is this not working with RP-1 ? some strange build time formular issues? or part price problems? -
hi there, is the whole RSS thing kind of dead it seems to me? Or is the problem that 1.8 just released I played it a lot 2 years ago. 1 year ago everything was unplayable. Now want to continue playing and it seems some things improoved but there is still the same issue with procedural parts, if you load a vessel the parts attached to prcedural tanks are at the wrong position and the attatchment nodes are gone, you have to rebuild the whole rocket That is just like 2 years ago. I tried to report the issue but I don't know how. Are the devs aware of this? Are there any devs? What now?
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I do not have mech jeb installed. the octo probe core as 100kg of avionics. The vessel is 203t, and the big avionics package on the first stage can handle 300t There is also no warning or anything, I cant even stage Control from here (from the probe core does not help it) when I disable Remote tech a lot of weired things happen (can control but not stage)
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The capsule supports 100t and there is a bigger package in the first stage. So yes there is enough avionics (also no warning about it) I tried to make the octo core the root part, same result. I cannot select the octo probe core, because its hidden, I will let it stick out and try that. But I remember that I did the same thing with the mk1 pod and it worked fine. Just an unmanned mk1 pod and an okto-core on top EDIT: I just restarted the game (RT still off) problem gone o.O but with RT on it says connected and still does not work
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hi folks, I have a problem/question(/bug?) I have RP-0 installed with its dependencies (including RemoteTech, I disabled signal delay and enabled the antenna control 'cheat') I build a rocket with the mk1-2pod, and for unmanned tests, I added an octo probe core. That worked for the mk1-pod (mk1-pod + octo probe core). But now it doesn't: I have control as long as it is connected to the launch clamps, I start the engines everything ok. But when I decouple the clamps, I loose control. In The topleft it says "connected". I checked the log, it only says "Liftoff". I have enough avionics. The throttle is set to 0 (as I set it up in remote tech) and I cannot pitch/yaw/roll (no movement in the topleft). ksp 1.1.3 RT 1.7.1 RO 11.3.2 (everything is as new as ckan letz me with ksp1.1.3) Any idea, Thank you Edit: I tried disabling RemoteTech (ingame) then I can not control it either, this bugs me. I guess its not about RemoteTech then.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
nablabla replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, I have an unmanned capsule with a probe core on top, with a dish antenna. It is connected indirectly to a sttelite in orbit but it keeps saying "no connection" any explanation? -
Hi, I found a potential problem: I am using test flight in realism overhault(RP-0) I added some "Castor" solid rocket boosters,. They have a rated burn time of 30s and a burn time of 30s. They are too strong, so I reduced the thrust to 50%, the burn time goes up to 60s, but the rated burn time stays the same (30s). As a result the boosters fail all the time. I would expect that lower thrust boosters are less expodifyable. best regards
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
RP-0, I think you know that? No other part mods- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
about the same craft with no problems: https://ufile.io/c0109- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
yes i reduced it. But is is not getting that fast when the problem happens. Eventually this lift-force is taking it apart. okay, I guess my craft file was corrupt. I just rebuilt the craft, with about exactly the same numbers and it kicks ass.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
30t atmo twr is 2.26 I have a little experience with RO rockets, its definitively wrong behaviour my craft file: https://uploadfiles.io/f6532 (my other rocket is not affected)- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
yeah well it is impossible to hold to prograde, the force gets so strong- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
okay, sorry, of course you cannot see all of that form the picture >_< - I am lifting of 0° straigt upwards - the lift force seems to be relative to (wind) speed - and orthogonal to the flight direction - also if I am flying perfectly prograde - it is insanely high, it will disintegrate my vessel - drag (red arrows) seems to be correct - the winglets seem not to be affected I am not shure whether or not it only affects these procedural tanks, there is a probe core in the upper part of the rocket, I am not shure if the lift indicators belong to them or not Edit +And it is not the first rocket I built in this install, and did not change anything- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nablabla replied to ferram4's topic in KSP1 Mod Releases
hi, does anybody have an idea where this weired behaviour can originate from? http://imgur.com/a/a06wx I have a very strong lift sideways on all parts. Or is it caused by the procedural parts? It also happens after restart I basically installed Realism Overhaul / RP-0, not much else. Best regards- 14,073 replies
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I had no Idea that it even runs on linux at all. no correcting it does not help, i have the / and \ confused everywhere. I will make it possible that it uses / everywhere
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sorry, i got a cold >_<
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Who is complaining ckan or partfinder? As I remember it: First unprune everything, then update via ckan, than prune again. The problem occourse when a mod no longer needs a folder, ckan tries to delete it, but then it finds the renamed part lists and gets nervous. I will look into it this evening (europe time) best regards