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ThorBeorn

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Everything posted by ThorBeorn

  1. Wow. Really cool of you to go with the suggestions RedAV8R. Looking forward to trying them out. Now if just throttle could be set to increments. Edit: I think you're doing the right thing going with throttleable from 25% and upwards.
  2. I've always wanted an engine for suborbital spaceplanes. Like the Curtis-Wright XLR-25 or the XLR99 in the X-15. I already made RftS:esque variants of these, but they would be cool in RO imo.
  3. Hm. That's interesting. I landed ~600 km south of the northernmost russian launchsite yesterday and it worked fine. Only tried it once and it was the first time it worked for me since RSS 6.x.
  4. Yes! Very nice! I really like how you're making improvements with the previously not so good looking 20-120 km range. Makes me wanna build U2's and X-15's again. Edit: Man that new smooth horizon and the last pic of the moon, holy cow that's pretty.
  5. http://forum.kerbalspaceprogram.com/threads/98293-0-25-TechManager-Version-1-1 Just sayin'....
  6. Looking forward to doing just that from a solar powered glider.
  7. I noticed the instantly-exploding-when-landing-outside-KSC bug has been fixed since 7.4. Great news!
  8. Pingopete, Rbray: That is great news and already looks really cool.
  9. Great news! This is just what the we needed imo.
  10. This would be great imo! I've started adding node_attach = node_stack_top on some parts. But I bet you will use a wildcard somehow.
  11. The possibility of adding new tech nodes would indeed be fantastic. I really miss the RPL tree (RftS).
  12. That is sad indeed. I guess trying to make something out of the 55 stock nodes available at the moment just is not an option either. Hope you guys are still committed though, this was too good and had too much potential to dissapear. When the time comes give a holler if you need any help. I have become quite familiar with MM patches now if that could be of any use.
  13. Hey how is developement going? Is progress here being totally dependant on the possibility of adding new nodes in ATC? This was one of the great mods imo, and the only(?) one which added purpose and meaning to RSS/RO gameplay.
  14. Thought I'd chime in with some praise. I got RVE 2.2 working on my RO/RSS install with the correct RSS version now. My jaw dropped as I launced a tiny suborbital rocket just to take a look. This looks so much better than in the pictures, the fantastic cloud textures, the distant haze, the blue tint in the atmosphere etc. I see why this is still a WIP though, but it has improved so much since the early releases. Maybe I'll post some pictures too. Btw. Had to get rid of the night/day city textures. I'm running on 80-85% RAM (out of 8 gigs) on my current install, so I'm in favour of staying on 24.2 for a while.
  15. Thanks. I'll do some tests later and report here. And just to clarify, I don't blame modders for x64 instability - in fact I feel nothing but gratitude and respect towards them. My first post was written in the context of "do-these-new-parts-work-with-the-previous-release-of-THIS-mod". Now let's go build a winged contraption of fire and awsome.
  16. Oh thanks. I remembered it being reported way earlier. No need to be sorry. You and the RO team are friggin' superheroes of the community imo. Good to know that this particular bug is being looked upon nevertheless. Edit: But yes, reading the last few pages before making a comment etc....
  17. I've never thought of .24.2 x64 version as that unstable as some people on the forums say. All I know is my install with RO and 60+ mods seems to work just fine. However, to be more specific: Do the new Sp+ wings need an updated DYJLibrary.dll to work, or are they "just" models+cfgs that could work in the previous release. I don't want to upgrade to .25 yet. Thanks.
  18. I was wondering if there has been a solution to the bug where airplanes/shuttles explode when landing on the terrain outside of KSC?
  19. Is the latest release compatible with .24.2 x64? I just want to get access to the new Sp+ wings.
  20. Delivering teasers like no one else pingopete. Looking very pretty and detailed.
  21. Well it's nice to see the constant flow of updates recently. Good job devs. But, is the new ultra deadly heating really supposed to be this brutal? I made a test an hour ago. My two part craft with 1800 degrees maxtemp exploded at 95 km going 7800m/s. I've never seen that happen before above 70 km at those "low" speeds. Edit: I should mention I've also experienced a lot higher temps during ascents now. "Deadly" is fun, but it's a bit to much atm imho. But hey if it's realistic as it is I'm not gonna complain.
  22. I was wondering what parameters can be changed under the CONFIG node in ModuleEngineConfigs? I know max/min thrust, PROPELLANT and ratios, Isp etc can be changed. But what else? Things like mass, FX, attach nodes etc?
  23. Aaaw yis! Looking very nice indeed. Looking forward to that release. Btw I mentioned dissapearing atmos earlier. That was probably caused by me using RSS 7.3 instead of 6.3 as the OP clearly states.
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