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tmikesecrist3
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KSP2 Release Notes
Everything posted by tmikesecrist3
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nice, vary nice
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I noticed something kind of odd... I cant seem to get the Explorer juno into orbit I am use to that porblem in RSS/RO but now I seem to be having it in stock as well
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[1.2] Real Solar System v12.0 Dec 8
tmikesecrist3 replied to NathanKell's topic in KSP1 Mod Releases
What ever became of the City lights overlay for EVE? -
Frizzank If I know programing, I would make a config for you... using your Apollo capsule as the model only making it about 40 % larger, and adding space for up 6 kerbals for Orion, and then I would send it to you, though now that I think about it, I would need to rework the iva as well.. I not asking you to do this because I know your not planing on doing any thing that new. But I think you would look at including it if some one did it for you
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[WIN] KSP to DDS texture converter
tmikesecrist3 replied to Lilleman's topic in KSP1 Tools and Applications
I have noticed something kind of odd, not sure if it has to do with this but it started when I started using it... what happens is that my rockets turn purple at around mach 1, then turn back at about mach 4 *scratches head -
[1.2] Real Solar System v12.0 Dec 8
tmikesecrist3 replied to NathanKell's topic in KSP1 Mod Releases
here is hoping squad can fix what ever is up with 64 bit.... I seem to be having a lot if issues my self some of which seem to be hitting the memory wall at orbital speeds, That and I am seeing unknown file names in my out put log -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
tmikesecrist3 replied to NathanKell's topic in KSP1 Mod Releases
I have noticed a problem.. my ksp hangs up when loading, I am running rss/ro dds loader, and dds converter. and am finding unknown file names in my output log for this mod -
[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
tmikesecrist3 replied to NathanKell's topic in KSP1 Mod Releases
I have noticed a problem.. my ksp hangs up when loading, I am running rss/ro dds loader, and dds converter. and am finding unknown file names in my output log for this mod -
hey I am having an odd problem.... I can do one launch fine bet the next time I try I have some really odd game brakeing glitches... its like the bug that I had with launching form the any but the default lauch site in RO... am not sure what is causing it I thought it might have been dds texters for RSS but that does not seem to be it, https://www.dropbox.com/s/fsvelfc3w0yqkuc/output_log.txt?dl=0 there is my output log and If you need any more info or can narrow down my problem mod so I will atleast know where to go for more support... thank you for your help and sorry of this is the wrong place to go for help with my issue
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Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
one thing I noticed that seems kind of odd... and with the last update the Administration building does not seem to be working -
I just remember the press with the first time they the navy tried to launch... I think the rocket blew up and the satellite landed in tact next to the launch pad in tact and started transmitting..... Stayputneck is the head line that comes to mind.... I do know that Explorer 2 is also still in orbit
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Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
I see you point, I just wish i had an option that would give me something like the performance of the V-2s engine -
I have a question, I was watching the Orion test Launch on a delta 4. As I was watching the Launch the engines went into a reduced thrust mode, I understand why you dont want to make all or most engines throttle, but how can we work out a way to do something like that with RO, Because as as near as I can tell most engines do not throttle at all... so I think it would make since to be able to cut back to about 60 to 80 %.... I know with the 2nd stage of the satern 5 would have the center engine cut out, I think the easyest way to do that would be to cut the thurst by 20%
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well Dragon we do have the Redstone Juno. as well as explorer. did we ever get a vanguard satilite in orbet?
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Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
Yes I did And I do have FASA love te mod the problem with trying to use the redstone geno also known as the R-7 is that well it is of the same famly as the R-4 used in the V-2 if the model numbers are any thing to go by the R-4 was 3 generations newer, is larger and has a higher thrust then the R4 did. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
tmikesecrist3 replied to TaranisElsu's topic in KSP1 Mod Releases
oh green houses, do they work with RO/rss? -
Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
I kind of noticed anther thing, Back when RPL was still available they had an R4 engine now at first I didnt understand this, and there where problems with when the gave you the r7 (that was used on the Redstone/juno but I and trying to start with a V2 as one of my early sounding rockets... sadly I dont have an engine for it -
Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
I dont think the Angina came tell the 60s but it was a spy sat, but it is easy to repripis it or even slap a few exparimints on it -
Kerbal Construction Time/StageRecovery Dev Thread
tmikesecrist3 replied to magico13's topic in KSP1 Mod Development
Thank you for this mod, in the past I have tried to think of ways try and let some time pass between launches. but think you vary much -
Kerbal Construction Time/StageRecovery Dev Thread
tmikesecrist3 replied to magico13's topic in KSP1 Mod Development
yes I am using it with stage recovery but the FASA launch clamps are cheap like it said it seems really odd to me lol -
Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
ahh sorry nathan I think I must have missed that *blushes* but thank you -
Realism Overhaul Career Mode Discussion
tmikesecrist3 replied to OtherBarry's topic in KSP1 Mods Discussions
I do have a question When I load a new game it gives me options which one is the right tech tree? -
Kerbal Construction Time/StageRecovery Dev Thread
tmikesecrist3 replied to magico13's topic in KSP1 Mod Development
an odd point that i noticed that pops, up.... not a big deal just odd... why do I get a message that says my launch clamp chashed into the ground and was destoryed... ever time I see that I am like what did it do fall off the launch pad? I think this might be in the wrong place