

OrbitalManeuvers
Members-
Posts
970 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
Everything posted by OrbitalManeuvers
-
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!
- 866 replies
-
- life support
- mod
-
(and 1 more)
Tagged with:
-
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.
-
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.
-
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:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in Add-on Releases
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.- 965 replies
-
- totm mar 2022
- ksrss
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in Add-on Releases
They are included in the KSRSS folder.- 965 replies
-
- totm mar 2022
- ksrss
-
(and 3 more)
Tagged with:
-
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.
-
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 .
-
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.
- 3,028 replies
-
- 2
-
-
- parts
- satellites
-
(and 2 more)
Tagged with:
-
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.
-
totm feb 2022 [1.12.x] Tutorial Fixes
OrbitalManeuvers replied to linuxgurugamer's topic in Add-on Releases
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.