luizsilveira

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  1. I've been fiddling with the mode for the past few days and have noticed one small annoyance in its interaction with Mechjeb (I´m running KSP 1.8.1, KSTS 2.0.0.1 and MechJeb2 2.9.1) So, Mechjeb has, under "utilities", the possibility of auto deploying solar panels. I have this option turned on and it usually works well. Now, if I "deploy" a vessel with KSTS, when I load said vessel the solar panels will be stuck in "extending" - but they will never actually extend. The only way to get them extended is to move focus away (switch vessels or go to tracking station) and then come back to focusing the deployed vessel - in which case the solar panels will immediately extend as expected. On a side note: wouldn't it be possible to record and later "deploy" an SSTO? From everything I've read and tested, then only way to deploy is through decouplers/docking/etc. I was wondering why not record a vessel profile so that it "launches itself", if I'm making myself clear, just putting it into orbit with the same fuel/deltaV it had when the recorded launch was saved. Thanks a whole lot!
  2. In my case, no. In fact the game slows down by itself to a 50x warp when transitioning between SOI, doesn't it? All my cases were within Kerbin's SOI. And it seems like pressing the ">>" button to warp to next maneuver node when said maneuver is a bit far away is very risky to say the least. It immediately warps hard and one's orbit changes quite significantly.
  3. I had this just yesterday. Was going to keep the quicksave but ended up overwriting it. I had burned to intercept an Asteroid and ended up with <1km intercept. I hit quicksave and warped ahead only to find I missed the asteroid entirely. I thought I had done something wrong so I loaded the quicksave and there it was, an intercept path. Ok, warp again (10kx I think) and, again, miss it entirely. Ok, at this point I thought the mun could be getting on the way and pulling my craft somehow so I quick loaded again and this time I warped slower so I could keep an eye on where exactly it was deviating. I think I must have warped to 100x or so? Lo and behold, perfect <1km intercept just like it was showing from the beginning. As said I was going to keep the quicksave and post about it but my reflexes to hit F5 after it finally went right got in the way. It was not the first time I experienced this, but it was the first time I noticed - because I had the perfect quicksave - it had nothing to do with my flying and it only seems to happen in higher (10kx+) warps.
  4. Hi and thanks for keep the mod up! It's brilliant. I saw on the OP it's compatible with StageRecovery but I was wondering if and how it would interact with Flight Manager for Reusable Stages (FMRS)? Cheers!
  5. Olá, Eu não sei exatamente o termo em português, mas tens um módulo de comando (ou controle) também no ônibus? Para cada parte que queres controlar, tens que ter um comando (como um pod com tripulação, um HECS, OKTO, etc.). Se uma parte se separa e não tem controle, vira debris (lixo?).
  6. Fantastic! Thank you very much. CKAN says it's incompatible but I see it's been updated to 1.8? I'm running 1.8.9 but I suppose I can give it a try with manual installation. It seems to be quite close to what I had imagined, barring the ability to delete the vessel. Sure, I can just terminate them through the Tracking Station... but this doesn't seem to work for asteroids. Thanks again!
  7. Hi, I've been playing KSP on a potato computer (please don't judge ). Mods are only basics like MechJeb, KER, KIS/KAS, Alarm Clock and Science!. I used to run Stage Recovery too, but I had to remove it for performance (it had a big impact for some reason). I like playing on career mode, and I like RP a bit in terms of time management - that is, I don't just fast forward for months, but I keep advancing other projects while I wait a particular long one to complete. I like that aspect of project management. But now that space is getting a little bit more populated with vessels things are starting to bog down rather quickly in map view (normal view is fine, even for large ships, but once I go to map view it's bad). I suspect asteroids are playing a big role in this performance problem and "terminating" them from Tracking Station doesn't work (they're still there). so first question: I'm aware of KML, can I just delete the asteroids from my save file without inducing future problems? How do I do that correctly: the vessel folder in the KML tree tab, or delete it straight on the vessel tab? On top of that, I find fiddling with maneuver nodes and such a bit of a pain while there are several other ships, bases, stations, rovers etc. in the vicinity. Some of them (like some landed rovers or orbiting refueling stations) are idle for most of the time and I won't need them in the near future. So second question: is there a feasible way in which I could remove them from the game (through removing from the save file) but copy the data so I could just reinsert them at a later date should I want to? Example: I have a moon rover doing nothing for the moment. I want to remove it from the save game so it doesn't clutter my map view or bog performance down by just being there. But I'd like to reinsert the vehicle back into a later save file should I ever want to use it again. Ideally, a mod that did that would be grand. Basically "hibernating" crafts (i.e. not simulating them at all for a [potentially long] while). Thank you for any tips!