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    Curious George

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  1. I've had the same problem, but even with Auto-Attach Anchor disabled, and manually unattaching the anchor at the launchpad my rocket always considered itself "Landed at the Launchsite" on Kerbin. Even when I (brute forced) a landing on Mun and attached anchor there, and then deployed my stored Rover. It was still "Landed at Kerbin" and I got to "recover" it at full value, minus fuel and parts dropped off during launch/landing.
  2. Fourth, Scan Overlay opening whenever jumping to an active craft. Not a deal-breaker, I love ScanSat FAR too much, but I can't find a setting to turn it off. ScanSat 20.3 on KSP 1.10.1.2939 according to CKAN 1.28.0
  3. Literally came here to ask the same thing. I've JUST done a clean install of USI-MKS and in the Parts folder what is probably SUPPOSED to be MKS_LightGlobe.cfg is just LightGlobe.cfg And upon testing, changing the name to MKS_LightGlobe.cfg didn't help. Removing it from the queue by giving it a _old at the end did though.
  4. Thank you 4x4cheesecake, that looks like exactly the source of the feature AND the way to actually turn the blasted thing on. And apparently OTHER modes the flight controller computers give too. I'd never looked past the first page for features, consider my forehead red in the shape of my palm.
  5. ...and I'm not sure which one it is. The list of installed mods, as KSP-AVC lists them is below. I'm not having any crashes or failure, just one bit of odd behaviour and I'd like to know which forum thread to properly go to for support. My antennae all have an "AutoThreshold" with two sliders, both in the VAB/SPH and in flight, and it SEEMS like they are supposed to automatically turn off antennae at some lower threshold percentage of my ship's stored power, and then back on again at the higher threshold. The only issue I have is that it never actually seems to trigger at either threshold. All my antenna are fully manually controlled, and I don't have a button to turn on/off this AutoThreshold.
  6. A query regarding compatibility with RSS, without RO. Admittedly, I haven't tried with the new version of SR (1.9.0.3) since I just got it via CKAN, but I've been having a distinct issue where modules just burn up in atmosphere, even ones separated at relatively low altitudes/speeds (<30km/<1000m/s). My average apogee with the first batch of releases is 60km to 70km, and there are MORE than enough parachutes to land the boosters (SR calculates an empty landing of 5 to 7m/s in the VAB), but I've managed to get around a 5 percent, at best, landing rate. Heck, I've gone 6 launches in a row with the same craft on the same(ish) launch profile, and gotten ONE booster landed, and I have four boosters per stage, two asparagus stages. Everything else burns up in the atmosphere. I know I'm dealing with higher speeds due to RSS, but is there any set of settings I can use that will give me a modicum of increased successful landings? Stage Recovery doesn't help much if everything just burns up in the atmosphere instead of landing somewhere, and I really like the mod on Kerbin but want to be able to combine the challenge of RSS with the challenge of designing for 100 percent "capture" from SR.
  7. Cool. So, as I'm understanding, it CAN be more efficient to direct launch, but the timing and ascent profile has to be fairly narrow (a few minutes and degrees of angle for Mun/Minmus, potentially seconds and arc seconds for things outside Kerbin SOI) to pull it all off with a dV neutrality, and even tighter to get a dV savings. Cool! It's probably best if I circularize for my Duna shots, just for timing and the fact that the optimal window for Duna isn't great for three dozen or so direct launches, but now I don't feel as weird about my never ending "Bang! Zoom! Straight to th' Mun, Alice!" launches.
  8. Okay, so from surface to Jool timing is hecka hard, but from KSC to Mun or Minmus, you basically have a pretty decent launch window on a daily basis. Is it more dV efficient to ALWAYS circularize at a LKO altitude and then Hohmann up, or is better to just wait until the paths align, launch on a more vertical path, and go straight into an SOI encounter? Circularizing at 100km, on a stock Kerbin is about a 4500m/s prospect, depending on aerodynamic cross-section, getting that perfect gravity turn done, not fighting aerodynamic drag from over-thrusting in low atmosphere, etc. Add in about 1080m/s to orbit the Mun, 5580m/s all told, plus landing (I frankly ignore the dV map for that. I can NEVER manage it with minimum fuel.) But can it be more efficient to just wait for the Mun to be in a specific phase with the KSC, hold a 45 degree ascent straight through all burns, and just keep burning until you get an encounter? Generalizing the question, is it more efficient to circularize at 100km and Hohmann to ANY orbit, or just pitch down to 45, hold that until you reach target altitude apoapsis, and then circularize at altitude? I'm not good enough of a pilot to brute force the question through dozens of flights, I can't manage to get a consistent launch profile twice in a row, much less dozens.
  9. Mine are painfully named. [Body][Contractor][Orbit/Rover][Antenna] where the body is the body to be orbited (except Kerbin itself), the contractor is whoever commissioned the mission in the Command Center, whatever special orbit information applies like being polar or retrograde or Keosynchronous or if it's a lander/rover it gets that tag instead. The last bit is the antenna, direct or relay that the unit has on it. So, I end up with the ever so slightly dull, MunJebPolarRelay, or DunaProboRetroDirect. Exceptions are for my USI-MKS supply or base ships, which get a [Body][Component] tag, and since 90% of my recent MKS efforts have been to Minmus, most of them look like MinmusMatKitDelivery or MinmusLogiBase. Boring, I know, but effective in keeping track of my constellation of repositionable relay and package ships.
  10. Huh. I could at that. I first flew past it in 1.1 or 1.2.
  11. My second, since the monolith doesn't really count as "discovered", is deep in the heart of the mountains west of the KSC. I was doing a low fly-over through one of the passes headed for the desert, in a single Juno airplane which explains the lack of altitude, and got a little alert saying I'd found something. Intrigued, I circled and never really spotted it directly, and never really managed to land nearby. Three major aircraft crashes later, I just gave up trying to find it properly.
  12. And that would be my derp. Thanks, I've got a Duna Logistics en-route now, 5 Kerdays to intercept with Minmus, and about 2500 dV on the transfer stage, and another 1500 in the "landing" stage. I *may* have over-engineered it just a little bit. Maybe. But that transfer craft can move a 2.5m cargo Kontainer full of Machinery or MatKits with a few hundred spare dV on landing and a direct from ground to Minmus launch. *shrug*
  13. Need a bit of assistance. I've got a basic base on Minmus, with a Duna Pioneer, and Duna Agriculture modules, a few Ranger hab and agricultural module, and a BUNCH of storage. All the storage is set to Planetary Warehouse, but nothing is pushing to PL. Three two-star Engineers, one three-star Scientist, and one two-star Pilot are on the base. What am I missing to be able to push product out to PL? I know to pull I need a logistics module, but I thought pushing was universally accessible. As a secondary concern, on saving and reloading any resource lodes blow up, regardless of how much they had left on saving. I can attach one on to the base, and save immediately, then exit, reload in, and the lode will just explode as if it had all been used up. It won't have processed the materials, unless I'm in physics range. I'm still testing but it is possible that the effect also occurs if I leave physics range and let time run. It's exploding and not processing the catch-up first.
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