Skystorm

Members
  • Content Count

    114
  • Joined

  • Last visited

Community Reputation

124 Excellent

2 Followers

About Skystorm

  • Rank
    Quantum Mechanic

Profile Information

  • Location Out there... That-a-way!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Skystorm

    I'm joining the Squad Team!!!

    Congratulations!
  2. Seems to me backing a vehicle down a ramp at 2.4 m/s is rather fast. That's equivalent to 5.37 mph. A more appropriate speed for backing down a ramp I would think might be about 1 foot per second which is around 0.3 m/s. Try it at a speed under 1 m/s and see if it still happens. Have you checked to make sure they aren't already broken before you start backing out? Perhaps breaking during vehicle load or unpacking.
  3. Skystorm

    Any tips for going interplanetary?

    @Snark Ordinarily, I would agree with you. However, since he's biome hopping, and therefore already on Duna, he is using what would otherwise be the fuel he needs to get back to orbit. He doesn't really have a choice but to mine on Duna. Plus it allows him to extend his biome hopping indefinitely until ready to leave. However, he could definitely stop by Ike on the way back to top off his tanks. Being on Ike at that point will also make the return to Kerbin cost less since he's already in a higher orbit with nearly full tanks once leaving Ike's SOI.
  4. Skystorm

    Any tips for going interplanetary?

    You could also consider producing fuel in-situ (on site) if you plan to do much biome hopping. It would require a small drill, small ore tank, and the mini-isru.
  5. Skystorm

    StarMods: Real Exoplanets!

    @AndrewDrawsPrettyPictures I'm not using RO, however, I am using RSSVE as well as many of the Real* mods and using SMURFF to adjust the mass fractions. All together I'm using more than 100+ mods, and as far as I can tell it is working perfectly. RO turned me off due to the exceedingly long time it takes to update. If I recall it was still on 1.2.x even after 1.4.x came out. It is possible REX might work if it is compatible with Kopernicus 1.4.3-2. I'm using all of the required dependencies in 1.4.3. I see no code in REX; just configs.
  6. Skystorm

    StarMods: Real Exoplanets!

    @AndrewDrawsPrettyPictures That's odd because I've been using RealSolarSystem with 1.4.3 for quite some time now.
  7. Skystorm

    How to set up three relay sats.

    This is actually a fairly well known technique. There is a resonant orbit calculator for the stock solar system and various other planet packs such as OPM, GPP, and Real Solar System. https://meyerweb.com/eric/ksp/resonant-orbits/
  8. @katateochi Very nice mod. Well done. I think the main thing I would like to see is your UI replace the one for the launchpad and runway. Currently I'm going to the VAB to launch all my craft because I prefer your UI. Very handy for my Mars mission as I have so many crafts, lifters, transfer stages, et. AL., and your mod makes it so much easier to keep it all organized. One minor problem though, it seems your Settings.cfg is invalidating the Module Manager Cache. I believe the usual way to fix this would be to put it in a PluginData folder so that Module Manager will ignore it. [LOG 11:00:24.215] [ModuleManager] Checking Cache [LOG 11:00:24.707] [ModuleManager] SHA generated in 0.484s [LOG 11:00:24.707] [ModuleManager] SHA = 16-14-C5-D7-F4-8A-24-F4-11-2C-A5-83-00-E0-4E-FA-F6-D5-95-16-38-0C-DF-9A-26-38-88-80-12-C3-0D-EF [LOG 11:00:24.892] [ModuleManager] Changes : Changed : CraftManager/settings.cfg [LOG 11:00:24.892] [ModuleManager] Cache SHA = 37-87-13-4F-7C-72-04-96-F8-94-16-81-70-64-F3-8A-69-67-42-0C-6E-1F-40-ED-47-B0-89-C4-AC-17-61-D3 [LOG 11:00:24.892] [ModuleManager] useCache = False Keep up the good work!
  9. Skystorm

    KSP Weekly: The Lunar Greenhouse

    @Farm Buyer They haven't forgotten you. From the weekly today... "In other news, our friends at Blitworks are also hard at work on an upcoming patch for KSP Enhanced Edition. We will be revealing more information about this patch in the coming weeks, stay tuned."
  10. Skystorm

    [1.4.5] Global Construction

    @allista One thing I have noticed is that Kit Res doesn't just appear conspicuously the same as the tonnage, but also that the kits required to build it always seems less than Kit Res suggests. There have even been times that Kit Res was more material kits than I had on-hand, and I was still able to finish building it with kits left over. Could it be that it is showing the amount of material kits already packed inside the box rather than the amount needed to build it? That would explain it being so close to the tonnage and also why the kits required to build it are less than stated.
  11. Skystorm

    Patch 1.4.3 to be released next week!

    @Tyko I believe you can survive 15 days without Supplies so actually you have 21 days left. You can easily get to the Mun in about a day though.
  12. Skystorm

    5m fairing size broken? (Patch 1.4.2)

    @FritzsFleas Yes. Quite a few times actually, and I've posted a patch to fix it until the next patch.
  13. Skystorm

    How long can the kerbal respawn?

    Last time I looked the default is 2 hours.
  14. Skystorm

    What did you do in KSP today?

    @papuchalk I've seen that happen before. Was the rover physically attached inside the cargo bay at launch? It probably was which makes it part of the vessel. However, when you put it back inside the service bay it wasn't attached to anything which means it was now a separate vessel. I kinda of thought they had fixed that, for cargo bays at least, so that it auto-strutted stuff inside the bay. I could be wrong though. I generally use KIS to attach it to something inside using a pipe, or you could use a docking port. Once it is part of the lander again that shouldn't happen.
  15. Skystorm

    Patch 1.4.3 to be released next week!

    @steve_v Actually, you aren't sacrificing anything. Believe me they can still explode if you land hard, but they should behave more like normal until they can be fixed permanently. The 10x number I came up with wasn't arbitrary. It was because the logs were showing an impact speed that was about 10 times the actually vertical speed. In my particular case, a little over 2.1 m/s touch down speed was registering as a 21+ m/s impact. That is what is causing the landing legs to explode because all it takes for a 14 m/s crash tolerance is to land at 1.4 m/s or higher which is why they seem so sensitive. In fact, I'm starting to think the notion that docking has become more difficult may not just be perception but rather related to the same bug. If it is applying the same effect to all impacts, then a 1 m/s docking approach would seem like 10 m/s and would certainly explain bouncing off and flying away at a relatively high speed with respect to the approach speed.