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slubman

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Everything posted by slubman

  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.
  16. Had issues with the landing of an ore well on Ceti. The skycrane had a TWR < 1. So, refueled the transfer stage to use it as a lander stage instead. Unfortunately, it fell once the payload was decoupled, and will be written off the fleet. According to my own gameplay rules, once an engineer is landed there, and can go next to this stage, I will be able to delete it from the tracking station. Otherwise, the Ceti Space Station is getting busy too.
  17. Started the assembly and got the IOC of the low Gael Orbit space station that will provide a fuel depot, refinery, and shipyard. An album of the construction up to this point Still in my GPP career, I also launched the first Ceti Ore Freighter. To bring 24k units of ore from low Ceti orbit to low Gael orbit and back to low Ceti orbit on internal fuel and without aerobreaking (hopefully, I didn’t really test it) An album of the first (unmanned) trip to Ceti is below.
  18. Playing in my quite heavily moded GPP career, I finished the preliminary assembly of a refueling and research space station around Ceti. Still to be added: A nuclear reactor More fuel storage Metal and rocket part storage, second science lab for rocket part printing, to have a fully functional Simple Construction ship yard.
  19. Still playing in my GPP career, I finished the preliminary assembly of a refueling and research space station around Ceti. Still to be added: A nuclear reactor More fuel storage Metal and rocket part storage, second science lab for rocket part printing, to have a fully functional Simple Construction ship yard.
  20. Just being able to say crafts that do not use mods X and Y will be good enough for my use case.
  21. Finished a working version of the power plant for my Iota outpost (as show there: http://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/&do=findComment&comment=3032173 ) Resources are shared between the two parts of the base thanks to the Simple Logistics mod.
  22. In my GPP career, I finally finished (I hope so), the assembly of my first Iota outpost habitation and workshop space. This is the first time, I do so much docking on the ground in any of my KSP career. There is a lone nuclear reactor not to far away (~300m) to power the whole thing throughout the long Iota night. The resources are shared via Simple Logistics. The next step is to extand this to a real nuclear power plant and electricity storage facility
  23. Still in my GPP career, Finished adding modules to my Iota outpost to have a functional Simple Construction shipyard. A more complete album of the steps leading to the fully functional outpost is there: http://imgur.com/a/xNs1c The next step is to complete the nuclear power-plant accompanying it located ~300m away and linked via Simple Logistics.
  24. After the long Iota night, with the sunrise, I finally have the opening ceremony for the Iota outpost. And some of the kerbals then departed for their return to Gael
  25. Instead of continuing my mostly stock career, I found me playing more to my heavily modded GPP career. Today I finally assembled my first outpost. The outpost is located on Iota. It was created mainly to complete two contracts (outpost on Iota, and ore extraction from Iota), and to boost research by having a lab on the ground there.
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