

kerbini
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[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
kerbini replied to TriggerAu's topic in Add-on Releases
@cpx Look very closely at the direction it is giving u, which is also why I'm having trouble with it. I really wish there was a setting @TriggerAu that would deny plots requiring reversal of orbit. "x° to/from prograde/retrograde", you never know if your orbit is going in the right direction beforehand. I was told to always insert behind planets orbit for alignment with this mod, but that doesn't seem to be the case. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kerbini replied to ferram4's topic in Add-on Releases
Why was my HG-5 antenna broken? it had a shell protecting it all the way to vacuum. Is this FAR in the works or stock game? EDIT: it seems to break the moment I eject the shell, even an ejection force of 10 (from 100) breaks 1/2 antennas. Initialize engine version: 5.4.0p4 (b15b5ae035b7) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [nvldumdx.dll 23.21.13.9077] Renderer: NVIDIA GeForce GTX 770 Vendor: NVIDIA VRAM: 2007 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0- 14,073 replies
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[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
kerbini replied to TriggerAu's topic in Add-on Releases
Yeah I have a KER tab for inclination stuff, and I get what ur saying is orbit towards east, but I don't know what east and west is when I'm arriving into orbit of another planet. That's why I'm asking if the rule of thumb is always to insert behind it's orbit (or does that not work for all planets)? Since I usually always get into Mun orbit from it's front. -
[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
kerbini replied to TriggerAu's topic in Add-on Releases
@MechBFP So, in my case (61.9 + 180) mod 360 = 241,9°. I really don't see how my prograde and normal ejection would turn out correctly though, are you sure? And wouldn't this mess with ejection time? Anyway, when you say always launch to east, does that mean always insert/intercept a planet from behind instead of ahead of it's orbit? -
[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
kerbini replied to TriggerAu's topic in Add-on Releases
First time using this. Everything looks right, except I think my orbit is opposite of what Transfer Window wants. How can I know what side to orbit for moons/planets to make Transfer window right? In this case it's obvious I need quickload and reverse orbit, but I don't wanna do that 50/50 game every time I'm gonna use this. Please let me know if I've made other mistakes. BTW, is there a manual? Greyed out on website. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kerbini replied to ferram4's topic in Add-on Releases
Does the pink overlay mean I need aerodynamic shell around the engines in the bottom? EDIT: nvm, I can't seem to close the shell without covering nozzle.- 14,073 replies
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KSP: 1.3.0.1804 Windows 64bit Problem: Postprocessing looks like blue tinted smog diffusing any crispness of landscape. All I did was install and disable godray. Is this how it's supposed to be? Demo video Mods installed: Scatterer 0.0320b EnvironmentalVisualEnhancements 1.2.2-1 Distant Object Enhancement 1.9.1 __________ non-conflicting mods probably: Science!, Chatterer, Kerbal Alarm Clock, Kerbal Engineer, StageRecovery. Reproduction steps: Exited game and re
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Shortly after downloading this great mod which is working as intended I found a bug which might not be from this mod. As I was landing on Kerbin Highlands, I sped up time, which surprisingly went all the way to 100x, and then I was notified of successful fly-by of the sun. I haven't even been to the mun yet. What's that about you think?