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slubman

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    Curious George
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    Known universe > Virgo supercluster > Local group > Milky Way > Orion arm > Solar system > Earth

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  1. To give more details about this case: This craft has a stage with hydrogen to be used by the NERV, then on top a decoupler and finally on top of it a methalox tank. First picture, the methalox tank is empty, and the Δv calculation is correct Second picture, I fill methane in the methalox tank, and the Δv displayed for the NERV stage increase Third picture, I fill the oxidizer in the methalox tank, and the Δv displaye for the NERV stage increase further When calculating the Δv, the methalox tank is treated as a source of fuel for the NERV engines. You have to remember that: Methane and oxidizer are not supposed to be used by the NERV engine There is a decoupler with fuel crossfeed disabled between the methalox tank and the hydrogen tanks. The craft used for this test is below available there: https://pastebin.com/mTzh30sY
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Ryzen 7 5800X | GPU: GeForce 4080 | RAM: 32GB Severity: Low Frequency: happened once Description: Just landed a probe on Ike, but this also completed the secondary mission "Three is company". This mission is asking to land a crew of 3 kerbals on Ike, so should not be marked as completed by landing a probe (with one EAS-1 "Grumble Seat") on Ike. Included Attachments:
  3. Assembled the transfer vehicle as shown in the pictures below, but can’t actually use it because of undocking bugs :-(
  4. Back to KSP after a long hiatus. Constructed my usual space stations. One around Kerbin: One around Minmus: But also created my first station at a captured asteroid. Decided to go for something small for this one. Strangely enough, I fell in love with this small station design and will probably build more of them.
  5. The new UI is so much nicer, and so much more logical to use. Thank you for the work @Alshain
  6. The main window looks better imho, more organized I would say.
  7. I can confirm that the two issues I reported have been fixed in version 1.4.2. Thank you very much @Alshain. Now if I can add a little improvement request, when pressing F2, the AGM windows stays visible if they are open. It's not a big problem as now I can actually close them before activating F2, but if they could obey this keypress, would be better imho.
  8. When I open the recap window, I can’t seem to have a way to close it. And clicking several times on the R button do bring multiple such window (that can’t be closed) up. Also when clicking on the mod icon in the toolbar, multiple windows will be created. Shouldn’t this act more like a window visibility toggle ?
  9. Already posted on the bug-tracker: the missing action group to toggle Mining drills
  10. Can I correct my statement? I didn't have Simple Logistics installed in my steam install (too many installations to keep track of). Installing the 1.2.2 version in it does prevent the game to load.
  11. The fix for interplanetary patched conics and maneuver nodes changing during long burns was kind of hard to resist (for me)
  12. Hello @RealGecko I have Simple Logistic installed in my steam version (which was updated to 1.3), the mod does not work as far as I can tell. However, it does not prevent the game from loading either. That's why I didn’t bother to remove it from the installation.
  13. I’m back to my stockish KSP installation, migrated to 1.3. Starting to have a large fleet of (big) vessels, I decided I needed a space port to host them around Kerbin. A full album with some pictures from the launch is below
  14. I’m back to my stockish KSP installation, migrated to 1.3. Starting to have a large fleet of (big) vessels, I decided I needed a space port to host them around Kerbin. A full album with some pictures from the launch is below
  15. I launched my second recruitment agency in low Gael orbit. The first one having been fully used.
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