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  1. Xenon and oxidizer are fuels in stock KSP. Store them in fuel tanks. Argon is part of Near Future Propulsion as an alternative to xenon. Argon engines have higher thrust but lower ISP than xenon engines of the same size.
  2. If you are using a save from a previous version of KSP you may find that your Kerbal does NOT have a jetpack anymore. The game failed to add jet packs to already deployed Kerbals after you update the game and load an old save.
  3. I'm waiting, but the bug in 1.10 that causes fuel transfers to freeze/fail is really beginning to annoy me. Not sure if the bugs in 1.11 are more of less annoying though. As for mod features, KIS and KAS are still mandatory for me since I use fuel lines and tubes a lot and they aren't part of the construction features in the new version of KSP.
  4. The plasma wave instrument (three rods/antennas), the telescope (white tube with blue horizontal lines to the right) and the magnetometer (girder extension behind the white tube) are three experiments from the DMagic Orbital Science mod. It adds a number of additional science experiments for your sciencing needs.
  5. I've been using it in 1.10 for a couple weeks. Seems to work fine after I deleted the light globe that was hanging up the loading screen.
  6. Community Category Kit, Community Resource Pack and USI Tools are all included with the download.
  7. Looks like they were calculating the ideal orbit for the fastest complete body scan for each scanner, to include altitude and inclination. The Kerbin system is on page two of the thread. There's some reading to be had on the last page, but even I don't entirely understand it, but suffice to say that the speed of the rotation of the planet can be used with an inclined orbit (ie not exactly 90 degrees) to speed up the scans. The last page also notes that some of the data for Minmus might be incorrect or require an altitude correction to collect the last of the scan, and that the charts might have been made before Kerbins rotation was corrected for actual 6 hour days. There is a chart link available on the last page that provides data in tables that are much easier to read.
  8. If you move your maneuver node around so that your trajectory moves in front of where the moon is right now and instead intersects where the moon will be when you get there, the patched conics should show the intercept and will even give you a look at where your orbit will pass around the Mun.
  9. If you have a docking port, or you have researched the Klaw, and you've upgraded the Research and Development centre then yes. You can send another ship up with extra fuel, dock or stick it with the Klaw and transfer the fuel. Alternately, send a ship up, with a Kerbal or use the Kerbal on board the stranded ship if there is one, and the Astronaut Complex upgraded. A Kerbal can EVA out and grab the science, bring it to the pod on the ship with enough fuel to return, and head back to Kerbin. Add extra seats for the stranded crew if any, if you worry about that kind of thing. You can ignore the building upgrades in either scenario if you are playing in Science Mode.
  10. Yes, when you pass the Mun Encounter Marker, you will enter the Mun's SOI. In order to remain there, you are going to need to slow down, otherwise you will exit the Mun's SOI again. You need to burn retrograde at some point, preferably your periapsis around the Mun until you enter a stable orbit. You won't just get "sucked in" because you are traveling too fast and the Mun doesn't have enough mass.
  11. DPAI - Docking Port Alignment Indicator NFA - Near Future Aeronautics MRS - Modular Rocket Systems GC - Global Construction OSE - OSE Workshop SSPX - Stockalike Station Parts Expansion Redux I think SSPX is still used primarily rather than SSPR or SSPxR
  12. Interesting. I never could figure out why all the parts went that way. Didn't really think about the translations.
  13. Any chance you docked with an older space station before heading to the Mun? That might not even be a potential issue, as I don't think these contracts ask for new vessels.
  14. I was going to say. My WBI only has Kerbal Actuators in it, so it shouldn't even have a resource config. I deleted my MM cache just for fun and reinstalled the latest Reconfig and Legacy. I am now enjoying this beautiful mod, issue free again. Thanks a lot Jade. Now I just need to find the two new crew parts so I can mod some Kerbal Health modules onto them. PLEASE don't ever go to the system where part title, manufacturer and description are stored somewhere off site and only called for in the cfg files. That makes modding, for an amateur like me at least, a real PITA.
  15. Give these a look. I did just run the game with previous versions of Reconfig and Legacy, so I might need to upgrade again and upload new MM logs. https://drive.google.com/file/d/1GNNo8x0MEmwfD4aEVH6qz0Bh-aRFm9ny/view?usp=sharing https://drive.google.com/file/d/1OL2heuf0BlbNYdxMj3fhrUbCde5PZ2tP/view?usp=sharing
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