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About kerbini

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    Bottle Rocketeer
  1. @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.
  2. 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] 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
  3. 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.
  4. @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?
  5. I'm getting the message "x was recovered x km from KSP station". Is that the stock recovery system doing that or this mod? Getting a fraction of my engine's worth back.
  6. 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.
  7. 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.
  8. I'm new, I've only been to Mun and Minmus, yet to do any kind of satellite or station stuff. I always land before I fly another vessel.
  9. Tracking station? is that the space center vessel overview? I never use it.
  10. Most of the time I never recieve a crash report for my 2nd stage which I always decouple in sub-orbit of Kerbin. I tried putting aerobrakes on it but made no difference.
  11. KSP: 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
  12. Awesome mod! Is this normal when panning? Kind of ruins immersion. EDIT: Fixed it -> Disable dynamic lightning.
  13. 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?
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