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Ampere

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    Bottle Rocketeer

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  1. Thanks, that was the answer I was looking for. Wasn't clear to me from the first post of this mod which bits were necessary.
  2. http://imgur.com/a/Q1rxz Here's my USI folder and the USI/lifesupport folders.
  3. I'm using non-orange suit kerbals in each case. Here's my gamedata folder, and what it looks like in a fresh install with just this mod: http://imgur.com/a/GkAgQ
  4. So I'm trying to use this mod, but I seem to have missed something. Are there any dependencies on other usi mods for it to work? I get the little green cube on the toolbar, and the parts are all present, but my non-orange suit kerbals never seem to consume any supplies. I've tried both a sandbox and career save, and also reinstalled ksp with just the life support mod, but in every case supplies are not consumed (even on a solar orbit) and when I click the green box of the toolbar the pop up window for life support is simply blank.
  5. cybutek, I'm finding kerbal engineer to be giving me incorrect delta-v estimates. With a single mk1 command pod, FL-t200 tank, and LV909 engine, KER is reporting 1125 m/s estimated delta-v, and the rocket equation estimate suggests it should be closer to 1762 m/s. I'm using KSP 1.0.2 (deleted the old KER prior to updating to 1.02) and the stuff in my version file is: "VERSION": { "MAJOR":1, "MINOR":0, "PATCH":16, "BUILD":4 }, Thanks
  6. Really enjoying your mod. I spent the weekend on a fresh career save with your missions, which really added to the experience.
  7. I find that 100 km is a good 'parking' orbit while waiting to do something else after launch, but when I want to do docking maneuvers I tend to push both craft's orbits out to 200-250 km, due to the slower orbits. When close to the planet, over time the craft will appear to rotate relative to each other, which can be avoided using normal angles- but that's another parameter to worry about in your rendezvous. I find that I can get the docking done in less time and will less tedium by performing the rendezvous and docking in the higher orbits since you can just point each craft at each other's docking port and close the distance without worrying (much) about orbital effects.
  8. The basic problem arises from how KSP describes rockets. It uses a tree data structure; all parts have a single 'parent' part which is the part you clipped the new part onto. Basically you've got 3 engines whose parent is the tri-coupler, and the lower one can only have one 'parent', so the other two connections are not connected, physically, as far as the game is concerned, so you have off-axis forces which causes problems. There's a couple solutions you could try. My personal preference for interplanetary stages with LV-N's is to use sidepods- there's a number of ways to connect them, and you'll need to ensure you include a fuel hose if you want to pull fuel from the center tank. Alternatively, you can leave the setup you have now, but augment the connection with a web of struts. You may need to do this anyways as rockets of that size tend to have rigidity problems already. Struts bypass the whole tree idea a bit and create physical links between any two parts. Your third option is to use docking adapters on the bottom of the engines, on the other side of the decouplers (so you can remove them when the engines are ready to fire). Docking ports, I'm told, can create multi-joins at least as far as forces are concerned. I've never attempted it myself since in the past it didn't work. If you go with struts, you can use trusses or I-beams on the side of the tanks to clear the lip of the couples/engines.
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