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Qubyte

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  • About me
    Sliding-slide rule ruler-sliding slide ruler
  • Location
    Adding moar boosters
  • Interests
    Playing KSP
  1. Looks like NASA needs to drop https://forum.kerbalspaceprogram.com/index.php?/topic/49443-airships-in-110-hooliganlabs-mods/ in their GameData folder.
  2. When you try installing Kerbal Engineer Readout in Minecraft... Wrong game. I wonder if Optifine might help with my horrid KSP performance?
  3. And right as you say this, I find a file called "NFLVMethaloxEngines". *facepalm* I guess I'll do a bit of tinkering around with that to try and fix some of the current engines as you said.
  4. Thanks @Nertea for these awesome mods! I got the entire Near Future suite. One thing I would like to suggest is having some optional patches for the Near Future Launch Vehicle engines that use methalox IRL to use methalox, as opposed to LF/O. I can make methane with the TACLS and Rational Resources Sabiter process converters, but I don't have anything that can use it. Or are there already said patches somewhere or I haven't found them?
  5. Great mod, @Nils277! I'm definitely going to use it to build surfaces bases and such. (And some things that probably aren't surface bases as well) Also, I think I found a minor typo in the part description of the "K&K Nuclear Fuel Storage": "The radiation levels are save (when measured from 1 km distance)" Autocorrect strikes again?
  6. That would be a nice addition, depending on it's exact dimensions and mechanics. Something else to add would be the ability to EVA through a hatch on a different crewed part. I hate juggling kerbals via the current UI just so that I can get my engineer out to fix some tires or something like that.
  7. I just tried installing this mod, and went to R&D, and didn't see any of the new tech tree nodes (though all my modded parts were there). After a bit too much digging around, I realized that I forgot to install the mod before launching KSP! D'oh. Well, thanks @Nertea for this awesome tech tree mod! I always felt that the stock tech tree was a bit lacking.
  8. And I want a cream puff now. And some sub parts as well. Which would I rather have though... Hard to decide.
  9. Thanks for the help! I went with doing the "bi-elliptical" transfer (for lack of a better way to describe it, and it's kind of similar...), and managed to get back successfully. I wonder why my previous Mun ejections were so inefficient. Perhaps I ended up putting the maneuver on the wrong side of my orbit?
  10. Hi. So I was returning from a Mun landing, and I must have hit shift or z accidentally while in map view, because after I closed map view, I saw that my engine was thrusting and that 400 m/s of dV was gone, and I was on a collision course with the Mun. I managed to put the craft back into orbit, but by then I only had ~700 m/s of dV left, which is not enough to return from the Mun. However, apparently it would only take me ~250 m/s of dV to transfer to Minmus, and from there I could do some gravity assists and burns to try and return back to Kerbin. I tried messing around with manuever nodes, and got an encounter with Minmus, but I was unable to get a gravity assist that could lower my PE a meaningful amount. How can I get an gravity assist that will help lower my PE enough that I'll actually be able to make it with the remaining fuel (or a totally different way to make it back that does not involve the cheat menu)?e Thanks! For reference, my craft is in a 80 by 80 Mun orbit with about 7 degrees inclination.
  11. Hi everyone. I've been playing KSP for about a year now, and SFS and Orbiter for a bit longer. I just signed up to the forums a bit ago, so that's great. Hopefully I'll actually be able to contribute to the community. Hopefully.
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