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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. Hello, I've run into something on a new install that I haven't seen before. In the first screenshot, there are 10 snacks which show as 3 days. In the 2nd screenshot, there are 15 snacks, and now it's a year. The snacks/days progresses like this: 5=1d, 10=3d, 15=1y1d, 20=1y2d,25=2y36h ... 50=4y72h I've included a log file below, but this is running on GEP Primary, scaled 2.5x. Here's my log file: https://drive.google.com/drive/folders/1tcbYyhCIizhvwCWfi2jzt-r4q14vZM22?usp=sharing Thanks for any help!
  2. I was kinda aiming for a launch that did include a launch stand, but didn't include anything that MAS would get involved with, just to see if that helped.
  3. So, you have megabytes worth of NullRefs from MAS components. What happens if you launch just a probe core on a launch stand? edit: now that I think about it, MAS probably inserts itself there, too.
  4. Hope this helps a little. It's not perfect but it's close... I got this position on the pad: Using this position in the VAB:
  5. What is it you're trying to do? KSRSS comes with everything you need for both Eve and scatterer. You don't need to move anything or put anything anywhere, it's already inside the (correctly installed) KSRSS folder, and you just need to install Eve and scatterer.
  6. Actually, I think there is a problem currently. This began when the white paint scheme was introduced on the Centaur. I notice the patch says specific things about the orange subtype but nothing about the white. Removing the patch fixes the startup error. Any ideas?
  7. in my experience, the back wheels likely don't need to be motorized, or steerable for that matter. You can always re-enable the back wheels motor for slopes/etc.
  8. I've been testing this design for delivering the shelter (with a couple changes here and there) and it's smooth like buttah. The 3 ignitions on the tug mean you get 1 MCC if needed, and one capture burn. And then there are two nice options for the final ignition. a) separate the lander and use its engine to deorbit and land, then use the tug later for seismic experiments. or b) if you don't need the tug then use it for the deorbit burn, then separate the lander on the way down.
  9. Something's not adding up for me, because the 2nd crew's SLA contained the Shelter. Plus the lab was intended for polar orbit, no?
  10. Where can I read about plans for the LEM Shelter? Specifically, how it gets to the moon and how it brakes for LOI? Since it lands unmanned, I'm guessing that it could go in a closed SIVB fairing? The issue that stands out to me is the 3 ignition limit on the LMDE. Performing a braking burn at the moon would leave 1 ignition for deorbit, and 1 for the full precision landing. Right now since I don't know what the proposal was, I'm testing a boilerplate CM with the small SM and a probe core clipped inside to perform the role of dock/extract/brake. Seems very wasteful though .
  11. I found this out when trying to do the first round of BDB configs for NC. It quickly became a decision between get all of them working with suuuuper basic params, or get 3 working with params that would stand up to anyone's scrutiny (a nice dream). Thankfully they've been redone or enhanced or whatever, but this investigation can turn into a huge time sink because it's a ton of digging.
  12. I've thought about the elevator situation a lot. Imho, KSP essentially broke their usefulness. You can't move more than one kerbal at a time, and even then you need to keep the kerbal moving so they don't fall through the floor. The "benefit" of bringing kerbals out to the launch pad apart from the craft is probably RP-only, for filming and whatnot, but I think there's a solution that would work for me. It's already mostly implemented, too ... the airlock method. For example, load 3 kerbals into the airlock at the bottom of the elevator, and transfer them up to one where the crew arm is. I don't need the 30 second ride of terror, I don't want to film Kerbals walking in circles anyway. I just need a way to get Kerbals from the ground up to the crew arm. This is the first time I've written this down so maybe it's not even feasible. Just a thought.
  13. Here's something I noticed when trying the tutorials. In the Go For Orbit tutorial, you're told you can use Target mode: But in actuality, it's disabled in flight: Edit: In From the Mun, Gene says it's Val in the craft, but it's Jeb.
  14. One thing for sure is get rid of MiniAVC.dll from everywhere in your gamedata folder. That mod is out of date and causes startup errors. Note that additional copies may be located inside some of your mod folders. After that, definitely try again.
  15. One more oddity ... The SIVB tank can surpass the 16k tank capacity, while at a much smaller volume. Is this ok?
  16. I am indeed in science mode. thank you! I'm a convert from Sandbox mode. I now use Science to do Sandbox, because then I can actually test science parts. So I just unlock all the parts/tech/progression at the start of a Science game and it's like Sandbox, but with some advantages.
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