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    Bottle Rocketeer

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  1. Thanks. This doesn't completely remove the issue, as ideally their inventory loadout would change depending on the ship, but it's a very good workaround.
  2. This mod does great job at remembering the crew in ships I save. Even the cargo I put into the inventory of the crew is remembered as long as I stay inside the VAB. However, when I exit the VAB and come back, the inventory of all crew members gets reset. Could this bug be fixed?
  3. ping also @Yukkine @bdole92 I found why this Scatterer black sky bug happens and a fix for it. For a technical explanation, see https://github.com/Galileo88/Galileos-Planet-Pack/issues/70. For a fix, apply these changes to your GPP config files (or just download the 3 updated files and replace the originals): https://github.com/Galileo88/Galileos-Planet-Pack/pull/71/files
  4. Robot arms are still flying to infinity with that patch. Here is a log file. There are remnants of some other mods as well. The flight happens when there is a (quite funny) log print "[Progress Node Reached]: RecordsAltitude". BTW how can I enable the new Move Launch feature?
  5. Yeah, the downside of having version specific binaries is that it's no longer compatible with future versions. Fix suggestion: If a newer version is detected, make it load the latest binary.
  6. There is now a new version of my lead angle calculator. This version is pretty robust, and can be used for ship-to-ship, ship-to-moon and planet-to-planet Hohmann transfers. https://instacalc.com/51180
  7. Because you have a full ship that has the starting part in it. You can only make subassemblies of ship segments which don't have the starting part in them. Those segments become transparent when you take them off the ship.
  8. I made this simple calculator for calculating the lead angle between you and a higher-orbit craft or moon you are trying to rendezvous with. Can only calculate transfers to higher orbits than your current one and assumes both orbits are circular. http://instacalc.com/16221
  9. I have made some tests with jets as lifters too. For the fuel, I suggest to use engine clusters with one fuel tank in the middle and a few (maybe 4-8) engines and their intakes on girder segments or m-beam 650s. (I'd use the m-beam for lower mass) This way you'll save a lot of mass. Also do the gravity turn in 10km and of course, use turbojets because you can get higher with those. Picture:
  10. Is it intentional that the words density and pressure are mixed and used for the same purpose?
  11. It seems to vary between 93° (laythe) and 115° (minmus). The difference is a lot smaller than I expected but is still important if trying to be as efficient as possible. The importance of these angles grow significantly if your current orbit is higher.
  12. I found which shows how to calculate these angles. It is meant for rendezvous of two ships but works also with a ship and a moon. I made a simple calculator for it: http://instacalc.com/16221Now someone could make a real calculator (ksp.olex.biz style) of it including graphics, presets for different planets and maybe even support for eccentricity if possible.
  13. Orbit prograde. Do it when Mun comes over the horizon (111 degrees lead angle).
  14. There are many exact calculations for interplanetary phase- and ejection angles. Some of them have average values like ksp.olex.biz which don't take account of eccentricity, and some have exact time-dependent values like eiden.fi/ksp. There are more than enough tutorials on how to do interplanetary transfers and it is possible to do a very efficient one by following those values. But, apparently there are no advanced moon transfer tutorials which contain exact calculated intercept angles (lead or lag angles) for going from a planet parking orbit to a moon of the planet (like from a Kerbin parking orbit to Mun or Minmus. Everyone knows the rule of starting the burn when the moon comes above the horizon. There are few other rules too like this and the 45° shown on the training scenario of the game. I tried to google that for many hours but found no answer. Then I found this old tool called KSP Orbit Mechanic and by putting there a low Kerbin parking orbit (80km) and the altitude of Mun (11400km) I found out the intercept angle to be 111°. (Image) The same value for Minmus is 115°. Now the problem is that the orbit mechanic is old and therefore doesn't include other planets and their moons. Also if it did, it would still not take account of orbit eccentricity like in the case of Gilly. Have you people found/made any documents of those intercept angles? Someone more comfortable with orbital math could do one or even a calculator for the angles. Or ksp.olex.biz could include this to their calculator.
  15. I made this a while ago: It is a Mun lander with lander cans underneath and fuel on top of it. There are no radial engines but two stack mounted ones next to the cans. It has no ladders because you can jump high on Mun but they can be easily added.
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