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lyndonguitar

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Everything posted by lyndonguitar

  1. Can you make something like this? nothke made that one (second has more effects)
  2. how does it work with mechjeb? anyone has tried yet? with my use of mechjeb without this as soon as it aligns with the node it warps immediately but it's fine because the rotating stops, which this fixes.. Also anyone tried a huge ship with this? a space station? It is an issue, you shouldn't be able to instantly stop your craft by just "skipping time", if you rotate in space, you continue rotating forever unless a force acted upon you (Reaction Wheel or RCS use) One issue this bug creates is the inability to create centrifuges, rotating space stations, rotating parts, etc
  3. Finally a proper Shuttle mod! beautiful I'm hoping for this as well, the KSO folder is 250mb
  4. I hope someone makes a low quality version of abbadon, I am at the memory limit as it is and as much as I wanna play this badly i cant
  5. Now someone should develop a plugin that will require you to do terraforming things to turn the planets into these
  6. Wow thanks, I don't really know the math involved in that, so thank you EDIT: while I'm at it, I made a simple delta-v table specifically for this version (1/10 Real Solar System) It's not a complete list, I only computed for the bodies that I'm gonna go to soon, Aerobraking is not factored in, and the Delta-Vs are commulative so you won't have to add. Everything starts from the launchpad and goes into the following(the first row), orbit of said body, land on said body, land and back to orbit of said body, and roundtrip landing mission on said body. These are rough estimates, only use them if you have zero idea on how much delta v to put. yeah, forget going on a single roundtrip landing mission on jupiter and saturn
  7. I have an idea, The active vessel's function be changed from "Point to vessel directly" to "use whatever satellites available in the vicinities to have connection to the active vessel" I had a lot of connection problems because of this, example my rover will go behind a planet (e.g. Duna) out of Kerbin's view, despite having a relay sat above which is in range of both kerbin and the rover it will still lose connection, turned out the kerbin sat was pointed to the active vessel. instead of the kerbin sat pointing to the sat above Duna, it pointed to my rover directly, so what I had to do was to go back to kerbin, point to the duna sat, then it was okay. It's not a big of a problem but that's just my idea, it would save a bunch of vessel jumping
  8. will it work with planetfactory planets or edited stock planets(orbits and distance changes)
  9. I am currently enjoying this but I have one problem, I don't how to compute delta-Vs, and I can't use both the stock tables and the rss tables for reference, because this one is the 1/10 version of the rss.. can anyone help me? I find it so hard to travel around, don't know if i'm gonna have enough fuel for a mission or not edit; sorry for double post
  10. thanks, where can i see that latest pre-release? i cant seem to find it, is it the one on github?
  11. Hmm, while Duna has mars texture, jool has jupiter, and etc, it doesn't change kerbin into an earth texture, is it really that way or am i installing something wrong? I'm using the 1/10 config as to not make it harder and need a bunch of realistic mods another bug: I tried installing the abbadon system for planetfactory, now the clouds and custom textures won't load, is it not compatible? EDIT: SOLVED MY PROBLEM, turns out i was running out of memory, i wish 64 bit windows exe was here already
  12. I viewed some files and I saw a reference for a hibernate state(probably a reduced consumption to everything but you will be limited in your actions in side the ship. is this implemented now or just partially implemented in advance for the future. another question, I tried the electrolyser download, it seems that there is a problem in the fuel cell, it's not working, there is a problem with the Hydrogen resource
  13. im so happy to see this release now, time to de-orbit my old telescope and begin with this one!
  14. It's not possible on the engine itself. in my understand they would have to rewrite the whole engine or modify lots of it just to fix this simple problem, which is: you can only connect one node at a time, and it's not a big of a problem after all use struts. they work just like nodes
  15. anyone has a good working cfg to make it compatible with KW Rocketry and any other mods too? (like KSP interstellar, B9 Aerospace, etc)? please share Oh my god that is so awesome
  16. it doesn't hurt to ask, and I wasn't asking him to do it in particular, I was just looking for help for anyone who can, people come here looking for a good service module and capsule system, seeing as the models look great and fits/expands this mod, why not post here? Sumghai himself made an expansion on Fusty's original designs, and now someone is expanding his SDHI designs, I don't see any harm done. and stop being so negative. PS, That's not even my mod and I don't even know the author.
  17. The textures doesn't seem to match the KW parts color. the textures are slightly darker than the KW parts.. anyone here who can edit the textures or have done so, to make it slightly lighter? (if its possible?)
  18. agentexeider that's an awesome base whats the thing on the upper left of the base? the one with the green thingy inside it? What mod is that?
  19. I've been using Mechjeb's landing guidance to land me almost everywhere before, But now I use FAR and started in a new save. I already landed on the mun and In the planning stages of landing on Duna. However I know that I may not be able to pinpoint land anymore in places with atmospheres(especially Duna) using Mechjeb. so maybe I might do it manually, or with little assist from mechjeb, any tips for this? can mechjeb autolander still be used with FAR? or at least can be used to assist? I am also using the realchute parachute system mod for the landings if that factors in. The reason for this is i am planning a mission to duna that might land two or more modules to the surface, similar to the proposed constellation mission. however I might end up landing them kms apart. Doing the quick save quick load trial and error won't help me if I don't really know where to start the deorbit burning, the angles, when to deploy chutes, etc
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