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About Nicias

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    Rocketry Enthusiast
  1. You can also use the re-root tool on the transparent non-attached sub assembly.
  2. Thanks! Now I'm just waiting on Modular Fuel Tanks.
  3. Any possibility for a 1.3 update?
  4. I use hyperedit mostly for this task. I make sure my refueling rig works, then I just fly the ship to the gate orbit, refuel with hyperedit, and leave.
  5. Not sure if this is the best place for this. I've been using OPM on my most recent play-through and I just started going to places besides the original planets. I use this for gate orbits for refueling my interplanetary craft. I couldn't find a comparable one for OPM, so I coded one up. I don't worry about inclination or eccentricity. This is what I get: To Moho Eve Kerbin Duna Dres Jool Sarnus Urlum Neidon Plock From Moho 0 0 0 0 0 0 0 0 0 Eve 4,655 30,608 4,674 1,229 636 359 222 176 159 Kerbin 700 12,908 8,701 1,052 371 100 0 0 0 Duna 0 0 580 147 0 0 0 0 0 Dres 0 0 0 0 0 0 0 0 0 Jool 82,501 134,265 191,969 368,355 6,355,620 6,237,360 639,210 399,680 338,227 Sarnus 29,455 41,446 52,437 77,557 205,757 926,269 966,009 349,451 254,148 Urlum 5,977 7,665 9,038 11,749 21,112 41,479 156,200 504,746 204,622 Neidon 0 0 0 0 8,786 25,074 81,045 724,181 5,031,738 Plock 0 0 0 0 0 0 134 1,027 9,842 I used the equations at and simplifying all planets to have circular, coplanar orbits. All distances are altitudes in km, 0 indicates below the body's surface. I've highlighted the only ones that are out of the SOI. I haven't checked if they are outside the atmosphere.
  6. Has anyone checked to see if this works with 1.3?
  7. This is a feature request. Would it be possible to have MechJeb manage radiators and depolyable antennas like it does solar panels?
  8. Do you know if there is a mod that does this then? Or any other way of automatically resetting them?
  9. Is it possible to increase the distance from which an engineer can repack parachutes with a MM patch?
  10. I disagree. I often put 2-4 of them on top of a multi-adaptor and then a mk2-1.25 adaptor, and then nosecones (or chutes). This allows you to easily accommodate 8-16 kerbals in a 2.5m stack.
  11. No, I deflated it and jetisoned it after my main chutes caught, I had enough horizontal velocity still that it didn't fall below me.
  12. Here is mine: I don't know why, but that crazy fairing totally works. It looks like it should have a ton of drag but it doesn't. I have drogue chutes on the small hardpoints, in addition to the on the main vehicle. I inflate all HS's before reentry. SAS to retrograde (surface). Once the drogues go off. I stage away the upper HS's, deflate the lower one, and then jetison it. If you don't have a patch to deflate your HS's, you can weight a little later and then chuck the bottom one once the main chutes fully deploy.
  13. You can also put a couple of girders pointing out the back at an angle with inflatable heat shields. They will give you enough drag to make sure you go nose first.
  14. Hello, I was wondering if there was a mod that could take some of the grind out of resetting parachutes. I have an engineer aboard, but I don't want to have to EVA her out to the nose of the craft to reset all the chutes one by one.