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Everything posted by kurgut

  1. still compatible with 1.7.1. ..
  2. I've done a mission using a low energy transfer to the Moon with a ballisitc capture (free Δv)! it uses this kind of trajectory : ejects further out, passed the Moon orbit, and take advantage of the Sun-Earth Lagrange1 point, then come back at a low relative speed to the Moon to have a free capture. Lift off! Atlas V LV: and Centaur stage finishing the job: after reaching orbit, I plan my ejection burn: this trajectory uses 2 moons flybys on the way back, mostly because I screwed up my launch window a bit (seen in Earth-Sun rotating frame) below, the same trajectory, seen in Moon-centered Earth-Aligned referential. so we can see it captures for free! time to eject : Trajectory after the burn, almost good, couples adjustements, and we can now just wait! And ~133 days later, the spacecraft is gently captured, it can now be used by its operator in whatever orbit he wants! Trajectory history : You could even push this further, and use the Moon when ejecting to save 70/100 m/s Δv.. but timing starts getting complicated! Really complete/detailled paper about low energy transfers/ballistic captures to the Moon : https://descanso.jpl.nasa.gov/monograph/series12/LunarTraj--Overall.pdf
  3. I've done some tutorial video to how to reach L4 and L5 points in the Kerbin-Mun system for the Principia mod hope my english isn't too terrible..
  4. look at this happy Molniya
  5. Just did a VEEGA mission to Jupiter with principia! (green line is spacecraft history) predicted orbits after injection. pretty polar, the overhaul mission was enough accurate, except the planning of my relative inclination to Jupiter while planning the 2 earth flybys, which resulted in a ~400m/s DSM on the way to Jup. as this high inclination here in mid mission, in earth-sun reference frame, where you can see the 2 earth flybys. detail of the 2 predicted flybys: the plane error is obvious here, correcting it at AN on the way to Jup. After insertion, trying to get some moon flyby in the middle of those confusing squizzles Manage to get a Ganymede one! : Bonus, (not this mission) Heart-gravity-assist
  6. Hi, how can I enable KS3P on the map view? Sometimes it's there, sometimes not. maybe some hidden hotkey underground/config related? thanks
  7. Hi @linuxgurugamer, what setting do I need to change if wan't to have 100% fund recovery value wherever I land on Kerbin? (I kinda mess up the settings in my head) thanks:)
  8. Hi @Arrowstar ,one quick question: does departure/encounter dates calculated by TOT assume to match with KSP SOI leave/enter ? For departure, I always wonder if it's not the burn date instead of SOI escape; but so far I matched with SOI solution, and it was fine, asking just to be sure:) thanks!
  9. Some early probes I'm happy with their design, in my current RP-1 playthrough: Mariner-1, for the first early-low-tech Venus flyby, I like how it looks like a chap Venus flyby occured in May 1961, shot taken after closest pass, this spacecraft will also encounter Venus in 3 orbit later (for science!) Here, it's Mariner-2, for the second Venus Flyby, better antenna, solars, and science stuff, and the probe should have juuuust enough Dv to capture in high eccentric orbit around Venus: pic during ejection burn: Spacecraft sep! See ya Venus in 100 days! And lastly, early design for the first uncrewed Moon landing: (still not launched)
  10. Hi @Angel-125, I was trying to add tweakscale to the snacks containers, but I didn't manage. Could you advice me on how to do it, and maybe if it works, it could be merged? Last thing I did, pretty sure it's fault of my bad modulemanager langage skills^ I added this (doesn't work) : Thanks!
  11. Thanks! Yeah I like ISS-ish style, but modified a bit And of course I don't mind!!
  12. Today, I finished the last bit for the crewed mun program, (i sent the mining segment to the base, reusable lander, and refueler) Mun expedition one is go! destination is of course the canyon which is about 1.5 hour of driving from the base, Let's rove! After this long time roving, all batterys and kerbals are exhausted, need to take a mun' nap! setting up the camp for the night (only lacks a munar barbecue to my feeling..) Hmm, yes the flag likes to float after quickloading.. It was also the maiden, and confirmation flight for the mun-taxi, which carry the crew (from mun base& station) to LKO. undocking from KDG station: After few passes in kerbin atmo, performing rdv and docking with KSS: done! now everything is almost reusable! (still lacks reusable surface-lko crewed vehicle, but I wait for rapier tech to do it)
  13. Happened to me couple times now, when selecting from subassemblies, and then when in flight scene, one of the engines have some kind of shroud, whereas it was not selected in editor. tried to reset the part variant, but it's still doing it. Will also try with other engines to see to see if the issue apply consistently.
  14. hi @linuxgurugamer, the bad happened to me, I pruned few more parts on my current career, and of course when relaunching, bunch of vessels were missing parts. Is it a simple way to cancel all permaprune things going on (removing some file that handle them), or do I have to search through all .prune one by one? Also could removing JC do the job too? thanks
  15. Thanks a lot! Just to know, the three numbers are they corresponding red-yellow-blue ?
  16. hi @shaw, I don't have those beautiful eva visor reflections : I've "enable real time reflections" enabled, but I only get this: I've got last TR, on ksp 1.6.1, also have TU, and scatterer, thanks!
  17. congratz!! awesome work btw I'm wondering about the eva visor reflections , is the one seen on picture below meant to appear with scatterer, Or is it enabled by some particular mod? I got this ingame (with avp, also do the same with SVE) (on ksp 1.6.1, with this release, as previous one) : thanks! edit: sry, pretty sure it's texture replacer related thing..
  18. Thanks for your reply. Well, for me DX11 is such an old habbit, and yes, from 4 years ago and more, when I had a crappy pc. but I didn't know that it doesn't do anything useful now! ^^
  19. Hi @Avera9eJoe , I'm some having some weird things as that sometimes happens with visual mods, when forcing with dx11, so I guess spectra doesn't like it? Also, if you don't mind, few questions: I would like to use this mod but fine tuning things for my personal use, and removing stuff I don't particularly need and want (most reasons are performances too). For instance, for ground textures, what's the better way to remove them: simply deleting the texture file, or just kopernicus lines, or both? Also, I would like the sun to be as in SVE, so I deleted your sunflare (inside spectra folder), but now the sun is huuge: kopernicus again I guess? thanks edit: I'm on win10 64bits, testing on fresh install, ksp 1.6.1
  20. today, Space stations! View from the board crew/docking segment: now, all the old styles modules are assembled, and will be used for future kerballed expeditions, until i unlock the near future nodes! also sent the the MOJYS! (minmus orbital junkyard station), it has kinda weird shape, but i like it!
  21. I don't know if this have been addresed already, but the hitchiker crew compartiment doesn't IVA/crew portrait things, restock issue?
  22. Hi, I'm rescaling some stock parts right now, and my main concern is about the attach nodes lines, which I actually eyeball for now, but I would to know how it works (I believe some X/Y/Z axis things). for instance the stock RTG. here's the part stock CFG: And here my x3 rescaled version: With this config, I end up in the VAB with nodes at the correct lenght, but the node size is still the same: So what do I need to change so the node match 1,25m other parts one? (and also, does it matter? I believe yes..) Thanks!
  23. Thanks! Ah, what is KSPe mod.. ? can't find it