Jump to content

AG5BPilot

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by AG5BPilot

  1. Agreed. The latest version of TWP is causing problems for a lot of people. Stick with TWP v1.6.3.0. Do not upgrade to 1.7.1.0.
  2. It's fixed. Thank you! No worries with regards to the wait. Your hard work is very much appreciated.
  3. A standard hohmann transfer from low Kerbin orbit to low Munar orbit takes me about 3 days. Something's not right if it's taking you a month to get there and back. 3 days out, one day for the landing, and 3 days back. A A week is all it takes.
  4. It's from both, actually. [x] Science has one button, Science Alert has two buttons, and all three are purple.
  5. I'm not using Tac Fuel Balancer, so it's not that. LGG, I'm using: [x] Science Continued 5.22 Click through Blocker 0.1.72 Science Alert Revisited 1.9.6.2 -- I believe that's one of yours, and it's purple too (unless it's not the mod I'm thinking of) Toolbar 1.7.22 (reverted from 1.7.22.1, which had the purple problem) Toolbar controller 0.1.8.2 This is KSP 1.7.0 -- I can't upgrade without breaking my current save game. I'll give this a try on 1.7.3 and see if I have the same problem.
  6. I'm also getting the purple buttons for [x] Science again in 1.7.22.1. It was working correctly in 1.7.22 (after having been purple in 1.7.21).
  7. Never mind. User error. I had enough stuff in the Kerbal's inventory to keep him solidly on the ground.
  8. That's possible. I've also noticed it's related to the saved game, not the installation.
  9. I have a bizarre problem. I'm running JNSQ on KSP 1.7.0. It's not the latest version of JNSQ because Minmus moved, and the planet numbers changed, and other save game breaking stuff. So, not quite the latest and greatest. I'm deep into a career game, flying a Mun lander up from the surface to the station in a 50 km orbit. It gets there, but I've got a lot less propellent less than expected. Next time I go down to the Mun's surface, the Kerbal's jetpack doesn't work. Or, rather, it's working, but it doesn't have enough thrust to get off the surface. And the Kerbal can't jump very high, either. The Mun appears to have 1G surface gravity. Things that were in orbit are still in orbit. Orbital velocities are what you would expect for the Mun in JNSQ. The gravity changed very recently. Everything has been fine up until now. Anyone have any idea what could have caused this?
  10. For LKO, I've been using about 30km, which tends to use about 50% to 75% of the heatshield's ablator. I start with 100% ablator. From Mun/Minas, 30km also works, but you use a lot less ablator, although you pull a lot more Gs. I now do Mun/Minas returns at 40km to 45km, which makes for a more gentle deceleration. I've never had trouble with re-entry provided there was a heatshield. Entries at orbital velocities without a heatshield are not advised. The above applies to the 1.5 and 2.5 meter heatshields (or whatever the exact dimensions are). I've also had success with the 10 meter inflatable heatshield. I haven't tried the others.
  11. By "cheat-warped", do you mean HyperEdit? If so, what you're describing is behavior I've seen from using HyperEdit's orbit editor to jump to a different celestial body for many, many years. Use a sandbox and actually fly the ship to Eve and see if the problem still exists. Even if you're using something other than HyperEdit, I'd still suspect that this might be the problem.
  12. On the DV chart, the moons Gilly, Dak, and Tam are represented as filled in circles, while all other celestial bodies are represented by hollow circles. What is the significance of the filled in circles?
  13. Yes, MM is installed and working. MechJebNoCommandPod.cfg??? Not sure what that is. Google thinks I should rename that to deactivate it. I'll give it a try...
  14. Unfortunately, all of that has been around for years, and was the first thing I tried. It was was part of my initial setup, actually. It doesn't seem to work with 1.7.0 or 1.7.1. The 1.7.1 is an empty install with no mods at all. Does this still, in fact, work for you? Or did it used to work? For me, it certainly used to work, but doesn't with 1.7.x. Log file: output_log.txt
  15. Forgive me for not reading 99 pages worth of comments; I imagine the answer is buried back there somewhere. I've just returned after a year or two away, and the last time I played was with KSP 1.3.x. Now I'm running 1.7.0. While I like playing career games, I don't like hand flying rockets with a keyboard. I used to have an MM config file that changed all the MechJeb features to be available at the start of the tech tree. After a fair amount of experimenting, tweaking, and testing, I still can't get the MJ features to work at the start of a career game. I've tried using the old MM .cfg file. I've tried manually changing the MJ part configs. Nothing works. I know it's been a while and many changes have probably been made. Is it no longer possible to get these features available at the beginning of the tech tree? Thanks in advance!
  16. That was my thoughts exactly. My latest install is 1.4.0. I've got learning curve ahead, I think!
  17. Did anyone happen to catch last night's episode of Fox's "The Orville"? The planet (high gravity, but atmosphere and temperature similar to Earth) looked uncannily like Tellumo, even down to the gap in the rings where Lili orbits. Even the shots from the ground with the faint rings overhead looked oh so familiar.
  18. It's time to reiterate how utterly fantastic GPP is, and how much I appreciate the tremendous amount of effort that went into not just GPP but also making GEP, GPP, and OPM all play together nicely. A most sincere thanks to the entire team!
  19. Lili is very small, and the gravity is very low. It's also orbiting very close to a massive planet. It appears to be tidally locked, as well. Since it's in a very fast orbit, and is tidally locked, that means it's rotating very quickly. Put that all together and... you have a very strange moon. It rotational speed gives you enough centrifugal force at the equator to fling you off the surface and into space, possibly with escape velocity. To land on Lili, you either need to constantly be thrusting downwards, or need someway to anchor yourself to the surface, or land at or near the poles. In real life, this object would be torn apart by tidal forces, forming a ring. Since Lili is right in the middle of a ring system, I suspect that the rings actually used to be part of a larger Lili that has indeed been torn apart. Pretty cool, eh? (Disclaimer: I haven't yet run the latest KSP/GPP, and I know there's changes to Lili in the new GPP, so it's possible this information is obsolete now.)
  20. The in-game wikipedia page for each planet and moon has that information, along with a lot of other useful data.
  21. You may want to check out It doesn't give you a a "sort by date" option; it gives you something much more useful in my opinion: Folders for your ships, so you can organize them. It also gives you a history function that lets you access older versions of each vessel.
×
×
  • Create New...