NewRetroMan Posted December 3, 2019 Share Posted December 3, 2019 13 hours ago, damonvv said: TU does nothing by itself. You need to download mods to get it working or write your own configs. So something in your GameData is screwing with stock parts then. Sorry for my English. I did not understand your answer a bit. I already have necessary mods. So i can't make only Tundra Exploration use Texture Unlimited? I mean to change config, add to exceptions or something, i don't know. Quote Link to comment Share on other sites More sharing options...
Galland1998 Posted December 3, 2019 Share Posted December 3, 2019 Does Tundra 1.7 work in KSP 1.7.3 or do I need to stay with 1.6 until then? My main save is dependent on Koperinicus and I am stuck at KSP 1.7.3 until they update that mod. Also has anyone tried using the Tundra Exploration craft file vehicles in JNSQ? JNSQ is a 2.7x scale system and I was wondering if the intended vehicles in via the craft files are even viable in that scale or if they were balanced just for the stock KSP system. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 3, 2019 Share Posted December 3, 2019 46 minutes ago, Galland1998 said: Does Tundra 1.7 work in KSP 1.7.3 or do I need to stay with 1.6 until then? My main save is dependent on Koperinicus and I am stuck at KSP 1.7.3 until they update that mod. Also has anyone tried using the Tundra Exploration craft file vehicles in JNSQ? JNSQ is a 2.7x scale system and I was wondering if the intended vehicles in via the craft files are even viable in that scale or if they were balanced just for the stock KSP system. An empty starship has 5000 delta-v alone. Quote Link to comment Share on other sites More sharing options...
Damon Posted December 3, 2019 Author Share Posted December 3, 2019 17 hours ago, Xd the great said: @damonvv, it seems like the left/right flaps are switched, and they cannot auto-actuate with SAS to keep it balanced. Any fixes? You have to invert it manually when you make the ship. Then enable the Pitch/Yaw during re-entry for them to flap Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted December 3, 2019 Share Posted December 3, 2019 5 hours ago, Galland1998 said: Does Tundra 1.7 work in KSP 1.7.3 or do I need to stay with 1.6 until then? My main save is dependent on Koperinicus and I am stuck at KSP 1.7.3 until they update that mod. Also has anyone tried using the Tundra Exploration craft file vehicles in JNSQ? JNSQ is a 2.7x scale system and I was wondering if the intended vehicles in via the craft files are even viable in that scale or if they were balanced just for the stock KSP system. I play a "SpaceX" career game in JNSQ - TE vehicles are perfectly fine for that. They're hugely overpowered for stock. But like you, I couldn't try the new version yet, as we're all waiting for the Kopernicus update... Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 4, 2019 Share Posted December 4, 2019 Is it just me, or are Superheavy engines underpowered? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 5, 2019 Share Posted December 5, 2019 On 12/3/2019 at 9:58 AM, Galland1998 said: Does Tundra 1.7 work in KSP 1.7.3 or do I need to stay with 1.6 until then? My main save is dependent on Koperinicus and I am stuck at KSP 1.7.3 until they update that mod. Also has anyone tried using the Tundra Exploration craft file vehicles in JNSQ? JNSQ is a 2.7x scale system and I was wondering if the intended vehicles in via the craft files are even viable in that scale or if they were balanced just for the stock KSP system. Tundra can work well in 1.7.3. But just expect that it will look sub-standard and the plugins (for the fins' ability to action group, and Starship's built-in legs) to fail. The Starship Mk3 and Mk4 parts are a whopping 5.6m size. That and how tall the stacks for these parts are, easily are quite OP for stock. They were tuned for JNSQ. 22 hours ago, Xd the great said: Is it just me, or are Superheavy engines underpowered? I'm pretty sure it's just you. I tuned it and so put a lot of effort in. Then again, I don't know what the initial TWR of the IRL engine is supposed to look like so it may be on the conservative side. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 5, 2019 Share Posted December 5, 2019 2 hours ago, JadeOfMaar said: I'm pretty sure it's just you. I tuned it and so put a lot of effort in. Then again, I don't know what the initial TWR of the IRL engine is supposed to look like so it may be on the conservative side. I think Elon said the SH booster will have TWR of 1.5 or close, definitely not the 1.2 that I am experiencing. And sea-level raptors should have a lower thrust than vacuum raptors in vacuum. https://www.teslarati.com/spacex-ceo-elon-musk-debuts-starships-new-super-heavy-booster-design/ Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 5, 2019 Share Posted December 5, 2019 (edited) On 12/4/2019 at 2:33 AM, damonvv said: You have to invert it manually when you make the ship. Then enable the Pitch/Yaw during re-entry for them to flap Ah, I also need the control point set to docking too. Aaaaand... It seems like you forgot to set the docking/reentry control point for cargo starships, as flaps won't work with foward control point. Edited December 5, 2019 by Xd the great Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 5, 2019 Share Posted December 5, 2019 (edited) @Xd the great Thanks for noticing. Your changes have been made: The Mk3 and Mk4 pods all have control point toggles now. SuperHeavy 1.5 SL TWR Mk4 SL Raptors appropriately weaker than Mk4 Vac Raptors. I just added this (stock feature) too, so you can sort by rocket families. CCK doesn't allow that, I think, but it's very tedious to do this. Edited December 5, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted December 5, 2019 Share Posted December 5, 2019 Can the Crew Ship dock with the Tanker back to back to transfer fuel ? Quote Link to comment Share on other sites More sharing options...
Damon Posted December 5, 2019 Author Share Posted December 5, 2019 2 hours ago, Puggonaut said: Can the Crew Ship dock with the Tanker back to back to transfer fuel ? Yes! Quote Link to comment Share on other sites More sharing options...
Xd the great Posted December 5, 2019 Share Posted December 5, 2019 7 hours ago, JadeOfMaar said: @Xd the great Thanks for noticing. Your changes have been made: The Mk3 and Mk4 pods all have control point toggles now. SuperHeavy 1.5 SL TWR Mk4 SL Raptors appropriately weaker than Mk4 Vac Raptors. I just added this (stock feature) too, so you can sort by rocket families. CCK doesn't allow that, I think, but it's very tedious to do this. Wow, nice. How do I download this? On Github? Quote Link to comment Share on other sites More sharing options...
Windows XP SP2 Posted December 7, 2019 Share Posted December 7, 2019 did i miss page 100 On 12/2/2019 at 1:43 AM, REACH said: It's very cool! wow just pure and utter wow, fantastic screenshots, what visual mods are those? Quote Link to comment Share on other sites More sharing options...
REACH Posted December 7, 2019 Share Posted December 7, 2019 33 minutes ago, CocoaGames said: did i miss page 100 wow just pure and utter wow, fantastic screenshots, what visual mods are those? RVE,ks3p and scatter. Quote Link to comment Share on other sites More sharing options...
Interstellarechoes Posted December 8, 2019 Share Posted December 8, 2019 (edited) Does this mod work With the most recent update? Edited December 8, 2019 by Interstellarechoes Misspelling Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 8, 2019 Share Posted December 8, 2019 (edited) 6 hours ago, Interstellarechoes said: Does this mod work With the most recent update? Yes. If you look in the title of a mod’s thread, [1.8.X] means that the mod is working on 1.8. Do remember to install the dependencies though Edited December 8, 2019 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
MrFancyPL Posted December 8, 2019 Share Posted December 8, 2019 Hello, have anyone encountered problem with PBR ? I have issue consisting of not rendering shine on gojira when in flight (in VAB it however works). What can be reason (besides that PBR wasn't updated yet to 1.8.1) ? I have clean install,only dependencies for Tundra. Quote Link to comment Share on other sites More sharing options...
Damon Posted December 9, 2019 Author Share Posted December 9, 2019 15 hours ago, MrFancyPL said: Hello, have anyone encountered problem with PBR ? I have issue consisting of not rendering shine on gojira when in flight (in VAB it however works). What can be reason (besides that PBR wasn't updated yet to 1.8.1) ? I have clean install,only dependencies for Tundra. Make sure it’s enabled in the settings at the start menu. Quote Link to comment Share on other sites More sharing options...
MrFancyPL Posted December 9, 2019 Share Posted December 9, 2019 I mean gojira looks like this Spoiler In VAB it looks completely fine Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 9, 2019 Share Posted December 9, 2019 1 hour ago, MrFancyPL said: I mean gojira looks like this Reveal hidden contents In VAB it looks completely fine Do you launch KSP with d3d11? Quote Link to comment Share on other sites More sharing options...
Damon Posted December 9, 2019 Author Share Posted December 9, 2019 59 minutes ago, Cheesecake said: Do you launch KSP with d3d11? I thought KSP 1.8.x uses DX11 by default? Quote Link to comment Share on other sites More sharing options...
MrFancyPL Posted December 9, 2019 Share Posted December 9, 2019 I use default settings. Quote Link to comment Share on other sites More sharing options...
TheShadow1138 Posted December 10, 2019 Share Posted December 10, 2019 6 hours ago, MrFancyPL said: I mean gojira looks like this Hide contents In VAB it looks completely fine Try going in to KSP's Settings -> Graphics and setting "Reflection Refresh Mode" to "Low" if it is set to "Off". When I was making my reflective Orion capsule I discovered that it was shiny in the VAB, but dull black on the launch pad. When I changed "Reflection Refresh Mode" to low instead of off, it was shiny and reflective in the VAB and on the launch pad. Quote Link to comment Share on other sites More sharing options...
MrFancyPL Posted December 10, 2019 Share Posted December 10, 2019 7 minutes ago, TheShadow1138 said: Try going in to KSP's Settings -> Graphics and setting "Reflection Refresh Mode" to "Low" if it is set to "Off". When I was making my reflective Orion capsule I discovered that it was shiny in the VAB, but dull black on the launch pad. When I changed "Reflection Refresh Mode" to low instead of off, it was shiny and reflective in the VAB and on the launch pad. Thanks, now it works, but i had to set higher option than low Quote Link to comment Share on other sites More sharing options...
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