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gowthamn

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Posts posted by gowthamn

  1. Confused on how angle snap works.

    If one of the ports is the stock port and the other is the port from this mod, then will angle snap work? Or will docking work in the first place? Its not docking for me.

    Also, the specified angle is with respect to what?

    If both "control from here port" and "target port" has angles specified, which angle will it use?

  2. 48 minutes ago, Snark said:

    Bear in mind that MKS is a pretty heavyweight mod, and includes a lot of gameplay changes besides adding new parts.  I'd strongly suggest reading through the documentation about what it does and how it changes gameplay, before starting a career with it.  It's an amazing mod, but not everyone's cup of tea.

    (In particular, it shifts a lot of emphasis away from "flying rocket ships" and towards logistics management.  So if you're all about flying rockets, it might not be for you.)

    Yes, I had used it before.

  3. 27 minutes ago, Snark said:

    A few of things to bear in mind:

    • Rotating objects in KSP stop rotating as soon as you turn on timewarp, or switch away from them to something outside the physics bubble.  So if you're doing this by having an actual set of parts that are rotating, you'll have to spin it up again every time you come back to it.  (There's a mod called Persistent Rotation that can address this issue, but I've never used it myself and can't speak to how well it works or whether there are any other side effects.)
    • It's not possible to build an actual closed loop of parts in KSP, due to the "tree" nature of ships.  If you set out to do this, you'll need to close the gap with struts or something.  (I assume that any tutorial about this will address this issue.)

    If you don't actually need to build something big yourself out of stock parts, but just want the "look" of a rotating hab ring, an easy solution is the MKS mod from RoverDude.  It includes an inflatable "habitat ring" part which, when deployed, has a rotation animation built into it.

     

    Thanks. Will download MKS

  4. Is it possible to transfer supplies from one vessel to another? In a re-supply mission from kerbin, if I bring food and dock with the space station, how do I "transfer food from the containers of the rocket to that of the empty containers of the space station?

  5. 5 minutes ago, Terwin said:

    I believe there is a config file for TAC(or at least in progress), but the USI-LS mod is more tightly integrated and more challenging(it includes things going stir-crazy from being cooped up in a too-small pod for too long and home-sickness when you have not-so-great accommodations for example)

    MKS makes use of many of the community resources, including ways to mine, refine and manufacture using locally sourced materials.

    MKS and USI-LS both have farms of various sorts without additional mods.

    The USI-LS parts cover both closed cycle recycling(reducing the rate of resource consumption) and open cycle recycling(needing a resource to let you turn waste back into supplies)

    I thought USI LS is not strict when it comes to running out of food. Also, I thought it does not separate resources like oxygen, food, etc.

     

    6 minutes ago, goldenpsp said:

    There is a great wiki linked in the OP that should answer most of your questions.

    Where is the link?

  6. 2 hours ago, djungelorm said:

    Yes, you can control multiple vessels. However, they must be within physics range of the active vessel. Otherwise, KSP puts their physics simulation "on rails" and you can't control them. I think the default physics range is 22.5km. You can get hold of other vessels via the space_center.vessels list and then control them using their control object.

    22.5 KM is too small to do a spacex type landing and launching the satellite and the same time :(. Any other way of making this work?

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