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DeltaVforVall

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  1. I encountered that bug as well, though not with KPBS installed. I think my problem was being caused by Kerbalism. Is anyone else observing this problem with any other mods?
  2. Ah, well that is awesome news! If it does integrate with the other mods, then I'll be more than happy to wait for a fix. *waits two minutes* Is it there yet? Is it there yet? Is it there yet?
  3. Apologies if this has already been covered, but has anyone else noticed they've been having difficulties taking Crew Reports or EVA Reports with Kerbalism installed? I get that there's been some science tweaks, but is anyone aware of specific incompatibilities with other mods that might be causing this? Right clicking on a capsule, either in flight or on the ground, didn't allow me to choose the "Crew Report" option button. I went through and uninstalled/reinstalled my other mods, and it disappeared once I uninstalled Kerbalism. It happened both in a Career game in progress, and a brand new game. List of mods I'd been using: I really like the all-encompassing range of realism tweaks that Kerbalism brings to the game, moreso than a lot of the other life support mods out there, so I'd love to be able to integrate it into my suite of mods. However, if it's incompatible with one or more of the others, then that may be problematic.
  4. Are you suggesting that Kerbalnauts migrate?
  5. KER without a doubt. All of the information that it provides just adds to the 'realism' for me. NASA wouldn't be sending up rockets without Delta-V calculations, sensors that indicate true altitude, inclination to target etc. so I feel that having that information at hand is only of benefit, and doesn't feel like a 'cheat'. I've used MechJeb in the past, and I'm not a fan. It takes away half of the fun - flying the contraptions is just as much part of my experience as trying to build them! Though I can see how it's useful for long, simple and boring bits, or repeating orbital flights with a craft that's been field-tested before.
  6. So, I'm a reasonably long time player - I've got a few hundred hours logged, mostly in older versions, but back then I was truly terrible at actually knowing how to play the game in anything even resembling an effective manner. I'd build unstable rockets and wonder why they'd flip out immediately after launch, or try to solve Delta-V issues by just jamming more fuel on board. However, thanks to the wonderful KSP community and a number of excellent "How To" guides (and mucho props to Scott Manley's video series too) I feel like I've got a much better handling on concepts like orbital mechanics, capture maneuvers, rocket design etc. At least I thought I did...my first interplanetary landing in my current Career mode was a probe on Ike. And by "landing" I mean crashing at a few hundred ms-1. I somehow forgot that the Probodobodyne QBE doesn't have any internal torque and of course I didn't attach a reaction control wheel. Cue frantic collection and transmission of whatever science I could gather in the moments before impact. Second effort was a rover aimed at Duna from an orbiting mothership. I thought I'd solved the problem of how to stick a rover on a rocket by just sending up the components in KIS containers, adjusting to a trajectory that would take the ship into atmosphere, building the rover in situ and then pretty much throwing the thing out the window at the planet. All was going quite well too. After a few minutes of terror wondering whether the amount of parachutes I'd attached would be enough, the rover was approaching the surface nice and level at about 8ms-1, touching down on a slight slope in the Midlands...whereupon it immediately proceeded to flip over onto its back, wheels spinning uselessly, almost exactly like a stranded turtle. The extended solar panel even looked a bit like a tail. Fortunately the antenna didn't break in the process, and I was able to transmit the surface science. So instead of a rover, I built myself a very expensive probe with purely decorative wheels. All this unmanned tech didn't seem to be working out quite right. If I wanted an actual landing I could be proud of, my Kerbals were going to have to take matters into their own hands! Back on board the aforementioned mothership, the course was readjusted to return to Ike. Bravely, Maudolin Kerman clambered aboard the attached lander module (slightly modified from versions that had been successfully trialed on the Mun and Minmus) and undocked before burning retrograde, plummeting towards the little satellite, hitting full throttle a few hundred metres above the surface and executing a near textbook suicide burn. The lander stayed upright upon touching down! No tipping, no spontaneous exploding. Finally Kerbalkind could truly say they had walked among the stars. With a flag planted and surface science gathered, the mothership was successfully rendezvoused and docked with one orbit later.
  7. "I don't know where you are. I don't know how much Delta-V you want. If you are looking for Science, I can tell you I don't have any. What I do have are a particular set of skills. Skills I have acquired over a very long career mode. Skills that make me a nightmare for people like Gene Kerman. If you let my capsule go now, that will be the end of it. I will not look for you, I will not rendezvous with you. But if you don't, I will look for you, I will find you and I will land on you." - Taken "Gentlemen, welcome to Flight Club. The first rule of Flight Club is: you do not talk about Moar Boosters. The second rule of Flight Club is: you do not talk about the Kraken. The third rule of Flight Club: somebody yells 'Abort', the rocket goes limp, flips out, the flight is over. The fourth rule: only two Kerbals to a flight. The fifth rule: one flight at a time, fellas. The sixth rule: no spacesuits, no snacks. The seventh rule: flights will go on as long as they have to. And the eighth and final rule: if this is your first night at Flight Club, you have to fly." - Fight Club "Why is the mono-propellant always gone?" - Pirates of the Caribbean: Dead Man's Chest
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