Krymson Skorpyon

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About Krymson Skorpyon

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  1. I have an Ascent Guidance question - why would you ever release boosters early? I tried that a couple of times with my standard booster setup, and every time something hits something else and... well... NASA would classify the results as "rich in learning opportunities".
  2. Are there other prerequisites to do an "emergency harvest" from the greenhouse? I looked in the Kerbalism Wiki on GitHub and it just says that you can do it. When I right-click on my greenhouse, I don't have an "emergency harvest" option, and I don't see food as a transferrable resource.
  3. I'm sorry if this has been addressed before - my forum search skills are pretty weak. Where will I find documentation/guidance on incorporating life-support components from other mods (e.g., hydroponics from Near Future) in my station and long-range-vessel designs? So far, the best I've come up with is "build it in the VAB and sim it out manually". I asked about that in the Near Future discussion thread, and the only suggestion so far is "Ask in the Kerbalism discussion thread".
  4. I'm sorry if this has been addressed before - my forum search skills are pretty weak. Where will I find documentation/guidance on incorporating hydroponics in my station and long-range-vessel designs? Specifically, calculating what I need for Kerbal life support? I run the Kerbalism addon, so I have to pay attention to such things. Thanks!
  5. update - I found where it's stored in the save game, so I updated Persistent with the values from my last saved game. That'll get me close, I hope.
  6. Not as long as I don't give myself more than I had. I just don't remember how much I had...
  7. The title says it all - I upgraded to the latest version and now I have no money or reputation when I load my latest saved game. I searched the forum and didn't see anything about this - is it a known issue? Is there a fix? Is it time to start a new career-mode game?
  8. Thanks for the input. I'd been hoping that someone would say "Oh, that's XYZ feature of MechJeb" or "Use JoeBlow's LaunchToIntercept calculator addon", but I guess "eyeballs and altitude difference" it is. BTW, 47 wasn't literal - I just meant "having to make a bunch of orbits".
  9. MechJeb makes docking pretty simple, but I have a tough time with timing my launches so that I don't have to conduct 47 orbits to close distance. How do you all time your launches so that the two ships end up reasonably close (say, within 10 orbital degrees) to each other?
  10. Well, I've completed a couple of "transfer between two ships" contracts, and still no rescue missions. Any other suggestions regarding what to look at? I'd really like to avoid the "make a plain install and add addons one at a time" tedium.
  11. Thank you! That's very valuable information. I checked as you described, and "RecoverAsset" is enabled. I've upgraded the following buildings to level 3: the astronaut housing, mission control, the launch pad, the VAB, R&D, and the tracking station. I've also fully researched the first five levels of the tech tree, and am about half-way through level six. I'm kind of at a loss to explain it, but at least I've ruled one thing out. I'll keep digging. [edit] I wonder if it's because I've not yet completed a "Transfer between two ships" contract. I've got one "in flight" right now (pardon the pun) - I'll share the results when I've finished it.
  12. Yes, I've used action groups, and the airbrakes activate via the "brakes" action group, as well. That's not what I want, though. I want to be able to activate the airbrakes through the staging system.
  13. Forgive me if this has been discussed already. I'm playing my first game with this contract pack, and so far I've had zero "rescue stranded astronaut" missions come up. Does this contract pack over-ride rescue missions?