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Error_Sophius

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Everything posted by Error_Sophius

  1. Draggable Altimeter By request of Smart Parts Wanter. This does exactly the same thing as Draggable Navball, but for the altimeter control cluster: it lets you drag it somewhere else. As with DN, it's most useful for a multi-monitor setup. Changelog [1.0.1] - 2016-12-03 Altimeter position no longer resets on scene changes or IVA. Fix by linuxgurugamer. [1.0.0] - 2016-11-19 Initial release Downloads License: MIT Spacedock download Github release Source code Available on CKAN
  2. Done. It's not quite as good (the altimeter position doesn't save properly and I'm not sure why), but it does work. I'll make a thread for it in a moment.
  3. This is available through CKAN now. Also, I found a bug where entering/leaving IVA resets the ball's position. I'm not sure how to fix it, and it doesn't bother me much, so it's unlikely to get fixed unless someone specifically needs it.
  4. I'm not, that's a Spark and Oscar Bs. The Dawn can't get off the launch pad on its own, I don't think.
  5. Weird. I could have sworn fuel tank stacks used to have to be placed directly above the engine. Is that something that changed further in the past, or am I just off my rocker?
  6. I'm about to send up my first refuelable vessel in 1.2. I know the fuel transfer rules have been changed (I got bit by that at one point trying to transfer between tanks), but I wasn't sure exactly how. I experimented with the fuel overlay and found things marked in green that I didn't think should be. Okay, I figured, maybe the overlay doesn't mean what I think it means. So I built something I was pretty sure wouldn't fly but that looked OK in the overlay, and rolled it out on the launchpad. And got this: I....am pretty sure that didn't work before, and I'm not sure if it's supposed to now. It's certainly ridiculous. Is this a bug? Or intended behavior?
  7. Draggable Navball I've always found the navball's default position irritating. It's directly under your rocket, often blocking a non-negligible chunk of whatever you're looking at. Vertical space is scarce on a widescreen, and the navball uses way too much of it. It should really be off to the side. This mod does exactly what it says on the tin: Lets you drag the navball somewhere more convenient. It's probably especially useful to people with a multi-monitor setup. Drop the ball somewhere in all that unused space. Note that this overrides the UI_POS_NAVBALL setting, if you're using it. Changelog [1.0.1] - 2016-12-21 Navball position no longer resets on entering/leaving IVA Fix position reset on scene change in KSP 1.2.2 Changelog included in package [1.0.0] - 2016-10-27 Initial release Downloads License: MIT Spacedock download Github release Source code Available through CKAN
  8. By "valuable thing", I really mean "my day job is systems engineering, and broken packages routinely cause me to want to put a rocket through my monitor, so I'm not exactly an unbiased witness as to the importance of this specific fix." ;-P
  9. PS C:\users\error\Downloads> .\ckan.exe install kerbalalarmclock=3.6.3.0 Module kerbalalarmclock required, but not listed in index, or not available for your version of KSP If you're lucky, you can do a `ckan update` and try again. Try `ckan install --no-recommends` to skip installation of recommended modules I tried a couple permutations of capitalization, = vs ==, etc., without success. Like I said, I have no time to play tonight anyway. And I'd rather help fix what can be fixed; a good package management infrastructure is a valuable thing.
  10. PS C:\users\error\Downloads> .\ckan.exe update Downloading updates... Updated information on 615 available modules PS C:\users\error\Downloads> .\ckan.exe install kerbalalarmclock-3.6.3.0 Module kerbalalarmclock-3.6.3.0 required, but not listed in index, or not available for your version of KSP If you're lucky, you can do a `ckan update` and try again. Try `ckan install --no-recommends` to skip installation of recommended modules Also, I wasn't even aware 1.1.3 was out. I'm happy enough to update, but as I'm not planning on playing tonight I'll hold off to help troubleshoot.
  11. Updating via CKAN broke it for me, too. I'm not sure if it's an actual version incompatibility or something to do with the folder structure changing. Uninstall/reinstall didn't help, though. I'm not sure how to compel ckan to revert to the old version. KSP 1.1.2.1260, KAC 3.7.1.0, CKAN 1.18.0-0-geeb9127.
  12. Hrm. Assuming I can get one of them off the ground and back to kerbin, I might consider it...the Ike lander doesn't need its parachutes so it might even be able to land at home. I think I'd be more likely to use excess fuel to go biome hopping, though. It is good to know that I likely have enough fuel to do what I initially intended; anything else is just gravy. Still unsure about followup manned missions. Here's the flight path: I'm a bit concerned that the position of the planets when it arrives will make a followup difficult -- kerbin might 'catch up' with duna by then, and going by the wiki Duna is best approached from behind if you want to avoid long transfers or large fuel costs.
  13. Damnit, I meant Ike, not Eve. Sorry. Eve and Duna in one mission would be stupid. :-( I'll fix the post.
  14. I have contracts to explore and land on Duna and Ike. I thought it would be amusing to try and do both at once, and I have access to the Rhino and Mammoth via experimental contracts, so I built a single huge ship to try and deliver a lander and a satellite to each in a single run. After a couple of launch attempts I got it on course for Duna, to arrive in about four months. In the VAB it looked like this: The payload satellites/landers look like this: Each is pretty much a full-service job; all available science modules are on board, plenty of electricity, and the landers have RCS with a good bit of fuel. Here's the mothership in flight, en route: It looks rather majestic, if I say so myself. The main tank has about one-quarter of its fuel left, which will be important later. Of course, it was only after getting this beast on its way that I thought to ask about whether what I had in mind was likely to work on the far end. The payload has two stacked landers and two satellites, one each for Duna and Ike. The idea is to get the satellites into polar orbits and the landers on the ground -- preferably in one piece. Functionally, all the pieces are there. But I've never been to Duna and don't really know what to expect as far as fuel requirements go. I based my design on Mun landings. My flight plan: On approach to Duna, I want to release the two satellites. I'm pretty sure the two terriers can get them into their respective orbits without much trouble, and it reduces the mass the mothership needs to push around. The landers are more difficult. I don't know how fast I'm going to be going relative to my targets on the way in. They *might* be able to get into orbit and down to the surface under their own power unaided...but I don't think so. I'm thinking it might be best to use the remaining fuel in the main tank to get into Ike orbit with both landers attached. Assuming I can do that, the Ike lander should have no trouble getting down. That leaves the Duna lander, which will have to fall all the way to Duna and land under its own power. My main concern with this plan is that, while I know Duna has a thinner atmosphere and lower gravity than Kerbin, I don't know how that affects things. I have two radial parachutes, but no heat shield. I have a full fuel tank but it's not huge. If I have spare fuel in the mothership to get out of Ike orbit and on course for Duna, that saves me some on the lander. Enough? Unsure. If I don't need to do mothership shenanigans, I'd like to leave what's left of it in Ike orbit for future use as a tanker (hence the docking ports). A possible alternate plan: If the Ike lander can get from inbound to surface on its own, I could detach it when I detach the satellites and have all the mothership fuel to help the Duna lander get down. So, first question is, is either plan feasible? And second question: I'd *like* to follow up this mission with a manned one. But I'm concerned that by the time this mission arrives and I get to see how it works, Duna's orbital position will have fallen behind enough to make a second mission difficult. Do I need to launch my manned mission sooner?
  15. sebi.zzr's video solved it for me. I needed to bolt one of the fuel fuselage pieces to the side of the plane and then attach the intake/engine to the connection points on that; I thought fuselage pieces had to be connected through mount points, didn't realize you could paste them on each other like you can with landing gear, goo modules, and the like. Thanks.
  16. I'm playing Career mode and just unlocked Aviation. I went to the hangar to build my first aircraft, and I can't figure out how to attach the air intakes. Looking at the connection points on the intakes, they seem to want to be mounted on the front of something else (a wing?), but the only plane-style parts I can find are fuselage components (which don't help me because they need to attach to the cockpit and tail) and wings (which seem to have no connection points at all). I see a similar issue with the first jet engine, but it looks like at least in theory I could put it in place of the tail, even though it would look like ass. These are the J-20 and Small Circular Intake I'm trying to work with. I am confused. I spent a bunch of time googling, but all the tutorials I can find assume that you have more advanced parts; I can't find any that even bother trying to use the first set of parts that become available.
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