DrLicor Posted July 18, 2018 Share Posted July 18, 2018 @Russekof71, I made a complete RO-patch for version KSP 1.1.3. Feel free to use those, but as you can see, they are a bit outdated. I'm not planning to patch it for the newest versions, since I barely play KSP anymore... Real life takes it toll. xD Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted July 20, 2018 Share Posted July 20, 2018 Is there a 10x scale patch for this mod? I’m not using RO, just 10x scale Kerbin. Quote Link to comment Share on other sites More sharing options...
Jack5.exe Posted July 21, 2018 Share Posted July 21, 2018 could you add a centaur G and a rotator for it? Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted July 21, 2018 Share Posted July 21, 2018 46 minutes ago, Jack5.exe said: could you add a centaur G and a rotator for it? Bluedog Design Bureau has great parts for most versions of Centaur. Quote Link to comment Share on other sites More sharing options...
ARTOBAN Posted July 29, 2018 Share Posted July 29, 2018 how to start a buran with a gravity turn mod? Quote Link to comment Share on other sites More sharing options...
Jack5.exe Posted August 3, 2018 Share Posted August 3, 2018 On 7/21/2018 at 3:40 PM, notJebKerman said: Bluedog Design Bureau has great parts for most versions of Centaur. The problem with that is that it's a big mod most so it's basically getting a big rig when you need a car Quote Link to comment Share on other sites More sharing options...
Barzon Posted August 3, 2018 Share Posted August 3, 2018 You can delete the stuff you don't need in BDB, @CobaltWolf said it themselves. Quote Link to comment Share on other sites More sharing options...
CaptainPanda Posted August 5, 2018 Share Posted August 5, 2018 Hi, I'm having an issue with the SRB plumes and the solid fuel itself: the plumes are always on (so it looks like the engines are always running) and the SRB's never completely run out of solid fuel. It's hard to tell when it's time to separate, and the motors are still running when I do, so it's causing some damage to the orbiter as it speeds away. Any suggestions for a fix? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted August 5, 2018 Share Posted August 5, 2018 Hey @Pak I found a solution to the weird problem I was having with the shuttle a while back. Turns out it wasn’t your mod, but rather the 2.5m greenhouse part from @Nertea‘s station part pack. It was causing a huge amount of drag from within the cargo bay and prevented the shuttle from getting up to speed. I’ll have to query that on the SSPx thread. Sorry for taking so long Anyway, I have a suggestion regarding the big 2.5m SRBs in this pack. They have thrust curves just like the real Shuttle SRBs to help balance the vehicle, and they work great. But I sometimes like to use those boosters to build other heavy-lift rockets where thrust curves are not needed, so would it be possible to have the option to toggle the thrust curves on and off in the editor? 7 hours ago, CaptainPanda said: Hi, I'm having an issue with the SRB plumes and the solid fuel itself: the plumes are always on (so it looks like the engines are always running) and the SRB's never completely run out of solid fuel. It's hard to tell when it's time to separate, and the motors are still running when I do, so it's causing some damage to the orbiter as it speeds away. Any suggestions for a fix? Keep an eye on the resources tab in the top right corner. When you run out of solid fuel, decouple the boosters. As for a fix, sorry, I have no idea. Quote Link to comment Share on other sites More sharing options...
Rustyskiessam Posted August 14, 2018 Share Posted August 14, 2018 For some reason the "petrel" vehicle is missing parts. Is there some additional part of the mod i didnt installl? Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted August 14, 2018 Share Posted August 14, 2018 44 minutes ago, Rustyskiessam said: For some reason the "petrel" vehicle is missing parts. Is there some additional part of the mod i didnt installl? What parts show up and what's missing? To make the full Petrel stack, you need the Energia ("Rotanev") parts from TantaresLV. Quote Link to comment Share on other sites More sharing options...
Mango_flyer02 Posted August 15, 2018 Share Posted August 15, 2018 What are the specific controls for the MMU? When I detach it from a craft my Kerbal just drifts off into space and I cant control anything....??? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted August 16, 2018 Share Posted August 16, 2018 10 hours ago, Mango_flyer02 said: What are the specific controls for the MMU? When I detach it from a craft my Kerbal just drifts off into space and I cant control anything....??? First make sure RCS is activated. Then the controls are the normal RCS controls (H and N for forwards/backwards, I, J, K and L for up/down/left/right translation, and W, A, S and D for pitch, roll and yaw). On 8/14/2018 at 2:14 AM, Rustyskiessam said: For some reason the "petrel" vehicle is missing parts. Is there some additional part of the mod i didnt installl? As @DJ Reonic said above, you need the Energia parts from TantaresLV. Quote Link to comment Share on other sites More sharing options...
Jasseji Posted August 17, 2018 Share Posted August 17, 2018 After coming back to kerbal, i always DL this to check out and i have to say @Pak this is getting better and better - especially the Block 2 stuff - the shuttle is super stable in Flight both Launch and return - good job !!! (only missing IVA but i think i could remedy this if i get Unity installed again :D) Quote Link to comment Share on other sites More sharing options...
Mango_flyer02 Posted August 18, 2018 Share Posted August 18, 2018 On 8/16/2018 at 5:55 AM, RealKerbal3x said: First make sure RCS is activated. Then the controls are the normal RCS controls (H and N for forwards/backwards, I, J, K and L for up/down/left/right translation, and W, A, S and D for pitch, roll and yaw). As @DJ Reonic said above, you need the Energia parts from TantaresLV. Ah ha! Thanks So much!! Quote Link to comment Share on other sites More sharing options...
slaintemaith Posted August 21, 2018 Share Posted August 21, 2018 On 7/20/2018 at 9:31 AM, RealKerbal3x said: Is there a 10x scale patch for this mod? I’m not using RO, just 10x scale Kerbin. If there is, I've not found it, and I'm certainly not intelligent enough to figure it out on my own. I've tried SMURFF, but that doesn't help either. Quote Link to comment Share on other sites More sharing options...
slaintemaith Posted August 21, 2018 Share Posted August 21, 2018 (edited) Also: Is this mod cleared for 1.4.5? There's some serious texture wonkiness with it--and the tweakables to change the textures are no longer there. Mind you, I also suffer from an unfixed Squad bug (since 1.4.1) where I get no textures in the VAB or SPH--although HangarExtender works around this) Edited August 21, 2018 by slaintemaith Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted August 21, 2018 Share Posted August 21, 2018 7 minutes ago, slaintemaith said: Also: Is this mod cleared for 1.4.5? There's some serious texture wonkiness with it--and the tweakables to change the textures are no longer there. I'd post an image, but apparently Imgur doesn't give direct links in an easily findable way anymore... It's easy to get a direct link to an Imgur image; right click, view image, copy the URL. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted August 21, 2018 Share Posted August 21, 2018 (edited) 6 hours ago, slaintemaith said: Also: Is this mod cleared for 1.4.5? There's some serious texture wonkiness with it--and the tweakables to change the textures are no longer there. Mind you, I also suffer from an unfixed Squad bug (since 1.4.1) where I get no textures in the VAB or SPH--although HangarExtender works around this) Do you have Firespitter Core installed? That mod allows CA’s texture switching, and is usually the cause of flickery textures in this mod (if it’s not installed). It’s working fine in 1.4.5 on my computer. Edited August 21, 2018 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
slaintemaith Posted August 21, 2018 Share Posted August 21, 2018 (edited) On 7/20/2018 at 9:31 AM, RealKerbal3x said: Is there a 10x scale patch for this mod? I’m not using RO, just 10x scale Kerbin. If there is, I've not found it, and I'm certainly not intelligent enough to figure it out on my own. I've tried SMURFF, but that doesn't help either. 12 hours ago, RealKerbal3x said: Do you have Firespitter Core installed? That mod allows CA’s texture switching, and is usually the cause of flickery textures in this mod (if it’s not installed). It’s working fine in 1.4.5 on my computer. That might be it. I did a CKAN install, which is typically a mistake. =) Yep. I marfed up the install somehow and Firespitter was deinstalled. Since fixed. Thanks! Edited August 21, 2018 by slaintemaith Quote Link to comment Share on other sites More sharing options...
Jasseji Posted August 21, 2018 Share Posted August 21, 2018 For anyone having problems with stability in MechJeb on the Block II Shuttle, i found that disabling the gimbals completely on the boosters helps - only leave pitch Gimbal on the SSME's and Roll control on the Small CERV wings - then wait as long as possible after Booster Separation before enabling the Main Engine Gimbals - flight was totally stable this way with only slight deviation at the End Quote Link to comment Share on other sites More sharing options...
slaintemaith Posted August 21, 2018 Share Posted August 21, 2018 (edited) With MechJeb I go to "Attitude Adjustment" program, select "Hybrid," and put Max Stopping Time and Roll Control Range under it at 2. Leave all gimbals on. Leave all control surfaces on. Works great. That's for the default shuttle. I suspect it'd work for the block II as well. Edited August 21, 2018 by slaintemaith Quote Link to comment Share on other sites More sharing options...
Frednoeyes Posted August 22, 2018 Share Posted August 22, 2018 (edited) Hey Pak, when you're eventually finished up with the LKS and other what-not, would you perhaps be interested in doing it's American counterpart, the Air Launched Sortie Vehicle? BTW, I know this is a tad late, but the IUS is looking gorgeous! Edited August 22, 2018 by Frednoeyes Quote Link to comment Share on other sites More sharing options...
EndTraveler Posted August 22, 2018 Share Posted August 22, 2018 how do i put on the wings? Quote Link to comment Share on other sites More sharing options...
Duhya Posted August 28, 2018 Share Posted August 28, 2018 I ended up using all my rcs fuel to deorbit, and lost control about 40km up because it was probably too forward heavy without any monoprop. The plane flopped around knocking everyone out but somehow not ripping apart, i tried to fight it but it wanted to fall backwards. Decided not to fight it and gained a bunch of speed around 20km. So I landed it backwards. https://imgur.com/a/n6va7dd What an amazing vehicle. Quote Link to comment Share on other sites More sharing options...
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