These mods used for:
Kerbal Space Agency
@KSA_MissionCtrl | Mission Reports
I've learned my lesson modding games, and it's that there's always something that can get screwed up. There's also the chance of losing a game install due to a disk failure, or just having to reinstall the game with a new system. Whatever the case, having a running tally of your mods and notes for issues/bugs/compatibility
Updated Yesterday at 21:24 by Gaiiden
i put a maneuver node where it should be and nothing happens but when i guess and burn i get an encounter
Originally Posted by cryogen
Good. B-612 had zero chance of ever getting anything done. Crowdfunding just isn't a plausible way to fund billion-dollar space missions.
In their most recent IRS filing, they reported only $1.6 million in donations (in 2013).
Let's focus on the more credible projects, telescopes that have (or could have) major government backing.
NEOCam is a NASA proposal
My favorite star ship is the USS Enterprise Refit NCC-1701
Originally Posted by GoSlash27
The ratio of parts required varies with the parts you're using. An early career passenger shuttle with Mk2 parts is a different beast than a late career tanker with Mk 3 parts.
For a simple early career crew shuttle it goes like this:
for every 5t cargo (everything that isn't either engine, fuel, oxidizer, tank, or wing) you will need roughly:
10t lf&o to feed the rockets (450/550)
400 fuel to feed the Whiplash
I've finally mangled the bugs out of the basic software for the Kommodore-42 master control unit. There is still no real functionality in the guidance computer, but it looks like the rest works as planned. As all this has been a learning project, the code is a bit ugly and could use a cleanup in a few places. I will also have to try to optimize the memory use as I have only 2.5 kB EEPROM left.
In order to make it play well with Kerbal I've had to use all the tricks available in that
Updated 26th September 2015 at 17:13 by Antipaten
The Alarm Module
The alarm module took a little time to complete as it was the only module able to receive commands from the master over I2C. There's a command to light up alarms, to blink them and to set off the master alarm. It is also able to generate simple sounds other than the master alarm signal but those are limited to periodic beeps with a single frequency. I've used the beep to indicate radar altitude when in landing mode which make it easier to estimate distance to ground while
So, I decided to go to mimmus because, well I wanted to. so, I took off, dropped my boosters, and my bottom stage got me into space.
Dropped my second stage and made an orbit. Next, for about 30 minutes, messed around with maneuver nodes trying to get an encounter. I couldn't. After trying about 20 times and getting more encounters on the Mün then humanly possible, I realised something. Those little descending nodes and acsending nodes, what do thay do? I knew that they marked were mimmus
Okay, so I crashed the Salutation Station into the ocean (I think) so I could go back to my ever-favorite pod, the FASA Gemini. Looking at the history of the Gemini program, and the many follow-on projects that were proposed, I've decided to play around with missions where the Gemini was the workhorse of the space program. So, I've started the Gemini Applications Program, which informally kicked off with a rendezvous between two of the Gemini space craft, GT-1 commanded by Jeb (with Bill in the
I spent a lot of the past week trying to get stock KSP textures to open so I could reskin some stock models. After a lot of trial and error and a lot of help from KSP forum users I finally succeeded.
Here is the process I used, maybe it will help you.
First I downloaded GIMP 2.8
Then I installed the GIMP plug in to read the textures KSP uses, .dds
After this began