Gorby1

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About Gorby1

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  1. Sorry, I'm confused - JOOL Space Program?! Are we able to land on Jool again? Or is it this mod that's giving Jool a surface?
  2. I'm not sure this is even possible in MM and assuming it is I don't have the slightest idea how to do it, but; how can I change the "Manufacturer" for all parts, as seen in the VAB/SPH editor, so that they match the name of the mod folder (within GameData folder) the parts are contained in? For example, any parts from MechJeb would have a Manufacturer of "MechJeb2" and any parts from B9 Aerospace would have Manufacturer of "B9_Aerospace". EDIT: Nevermind, I found this mod called PartInfo
  3. I could never get the advanced transfer to another planet to work well for me. Obviously this is a problem with my brain and not Mechjeb, but yes - instead I always left Kerbin SOI then did a Hohmann transfer. Which of course didn't work very well either unless I first matched or came close the the target's inclination, but the bi-impulsive transfer takes care of all of that much better. I realize my orbital maneuvers could be far more efficient, but... I'm no rocket scientist, what I do "works" in the end, and I have fun doing it!
  4. The new bi-impulsive transfer is great! I'm regularly saving 700-1000 deltaV on each trip to Moho compared to the old transfer method. Can't wait to go moon-hopping around Jool
  5. Now THAT takes me back! The glass is half-full though; at least we no longer have to see posts on modders' threads along the lines of "when will this be updated for 1.x.x pre release?". I always wanted to punch my monitor when seeing those comments.
  6. I've been using this mod for years, I love it. There used to be an option to change the icon that shows up on the map to indicate anomalies, but it seems that's either no longer possible or I'm too inept to find the place to change it now. To be clear, I'm referring to the "question mark" icons that show where anomalies are on the map, I used to be able to select a different one from among several choices. Is this option truly gone and if so, was that intentional?
  7. Why? Because it works and I achieve a circularized orbit using less Dv... I suppose if I was that worried about how things should be in the game I would install RSS, RO, FAR, etc. For what it's worth I do also usually set it so that it doesn't begin to pitch until it's reached about 200m/s. Oh I never even considered changing it during flight, I always set it before launch. I'm no rocket scientist so sometimes they flip with a 10 degree limit but don't at 9.
  8. I've found that when using MJ for ascent guidance, you can "gain" a lot more Dv during launch by increasing the "Limit AoA" setting to 8 or 9 degrees, sometimes as high as 15 (basically as high as I can set it without the rocket flipping over during ascent). I often leave everything default except for that, but as others have said those default settings shouldn't necessarily be considered recommended settings.
  9. This is super helpful! Clears up a lot of things I wasn't sure about regarding MM, but never bothered to ask because I was always able to get things working. I was putting lines in there like ":FOR[SomeMod]:AFTER[ThisMod]:BEFORE[ThatMod]", now I see the error of my ways!
  10. The IMPORTANT warning makes me think that if mods such as OPM Galileo aren't specifically updated for v1.3.1-3 that updating Kopernicus now may make things behave strangely, is that accurate or do I worry too much?
  11. ... which proves that this Mun landing was faked, of course. Obviously staged on a movie set in Kollywood.
  12. You just sold me on this mod gonna download when I get home!
  13. I like "RSSSSSS" "Real Solar System Sized Stock Solar System" Cool mod though!
  14. This has been an issue for quite a while actually, I experienced it in KSP1.2 and still see it on my 1.3.1 game. From what I remember the problem derived from an issue within the stock game, but I could be mistaken.
  15. Your reference to part1's mass is not correct, and I don't believe you can reference the 'BaseKerbalMonths' as a variable within the same node it was created; I would write it like this. I know it seems lengthy and there's probably a better/simpler way to write it, but like I said - when I write patches this way it works so I don't question it Also, just noticed you're using the % symbol (edit or create) for the modules ModuleLifeSupport and USI_ModuleFieldRepair... the way you have it written it won't edit them at all if they exist, and if they don't exist then I don't believe that would create them properly. I would comment those out for now, like I've done.