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Taki117

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Everything posted by Taki117

  1. Question: Does this mod work with techtrees other than the stock one? I seem to be having an issue where I have several science experiments unlocked (Most notably those from Sounding Rockets) with the Historal Progression Tech Tree, and it doesn't seem to be working properly. Nevermind. @theJesuit figured out the issue, at least in part. SSRSS seems to be the issue. I think it might be because it's no longer Kerbin, but Earth.
  2. Added Felipe to crew name generation. He will be missed. T_T
  3. Just out of curiosity, would it be possible to use the textures from RVE to add the proper colors to the clouds and whatnot? I'm unusre exactly what is involved with this, but it seems like it would be an amazing thing.
  4. What does - technologies can be customized mean in the latest update? Does this mean selected modules can be disabled?
  5. Oh wow, I wasn't expecting a reply that fast. thank you. I'm glad you guys are aware of it. The reason I posted it here (rather than in a specific mod thread) is because it requires all three mods to appear, with any other combination they work as intended. I will keep an eye out for the next FAR release if that's the case.
  6. I noticed a bug with RealChute, FAR, and Sounding Rockets. Whenever you deploy a sounding rocket parachute with both RealChute and FAR installed the craft in question fails to slow down, even with the parachute fully deployed, instead hitting the ground at very high speeds. Here is the link to my outputlog.txt I am using KSP Version 1.1.1230 x64 These are the only three mods installed. Here is the Craft Used. Here is a Video showing the bug in question.
  7. Does the SIGNALS portion of this mod take into account different mod antenna (like those from AIES or RT) and is it possible to disable only this section? (For use with RT)
  8. This isn't actually an anomaly, it's call a Analemma. Basically what's happening is while your orbital period might be fine, your inclination is probably off (This is only a guess as I do not know the exact orbital parameters) also, your AP and Pe could be slightly off from the ideal (despite the orbital period being nearly perfect) what this is going to cause is your satellite to appear to move relative to your target. because of all these factors the orbit (when observed from the ground) will look like a figure 8 or an infinity symbol. https://en.wikipedia.org/wiki/Analemma
  9. Who says it has to be a plane? You could do a rocket SSTO, however, these are horridly impractical. You're best bet in this situation is to have a refueling station in Minmus Oribt, build a fuel transfer vessel designed to go from Minmus to a refueling station in LKO, and back, build an interplanetary craft. dock it to the LKO refueling station, and then go interplanetary with full tanks. To answer your question however, try this design:
  10. For a strategy to "Work" you have to complete contracts. It takes a percentage of the rewards for a contract (based on how much you pay into the strategy) and converts it to the appropriate reward (In this case it would take some of the funds for contracts and convert them into science and rep. If this is a Mod Strategy (the KSP wiki shows nothing about "Leadership Initiative") then you might want to look at the thread of the mod that adds it.
  11. The trick with landing on Eve is taking it slow. Skim the atmosphere a couple of times and you should be good. Keep your draggy parts in back and your not draggy parts up front. Once you're on the surface and ready for take off, ditch everything you don't need, and I do mean everything. No landing gear, no parachutes, no airbrakes, if you don't absolutely need it for liftoff, ditch it. After that ti's a simple matter of having enough dV.
  12. In all honesty, in KSP gravity assists are only marginally beneficial. Just like in Real Life, you can sacrifice more mission time for less dV usage (and vice versa). In KSP however, because the distances between planets are relatively close, if you wait for the proper transfer window the dV expenditure is minimal, for a very short mission time (relatively speaking). For example, the Rosetta mission took 10 years not because it would have taken that long to get to the Comet, but because there was a serious dV restriction on the probe. Had NASA had an unlimited dV budget (as we do in KSP) the mission time would have been much shorter.
  13. Personally, I don't mind the new forums. They will take some getting used to sure, but every new thing does. Once things are up and running smoothly and a large portion of the member base has had a chance to take it for a spin I bet things will even themselves out.
  14. This is because your probe went into interplanetary space. Because you hit that "milestone" the game thinks you are skilled enough to accomplish those contracts. I don't believe terminating the probe will do anything to rectify the situation. The best you can do is to ignore those contracts and pick ones you can actually accomplish.
  15. It's a tad outdated, but here's a calculator for engine clustering. [url]http://blizzy.de/asparagus/[/url]
  16. [quote name='Fearless Son']Sepratrons are certainly useful, but I do wish that there were some inline versions of the same. Some little light structural rockets would be ideal, like ones that thrust laterally so you can push the nose of boosters away from the ship, and ones that thrust in parallel with their axis so you can (for example) eject a heatshield and trigger breaking rockets at the same time before deploying chutes. The external ones have flexibility, sure, but with the atmospheric and heating overhauls recently, some that can be neatly "tucked-in" to the ship's fuselage would be welcome.[/QUOTE] Might give [URL="http://forum.kerbalspaceprogram.com/threads/37138-0-24-2-Wolf-Aerospace-Perfectrons-L-E-S-Pack-11-08-2014"]Perfectrons [/URL]a try. It hasn't been updated in a while, but seeing as how it's just a part (And workd in 1.0.4 last I checked) it might be worth looking into.
  17. Moho is no more expensive dV wise than anywhere else. The Key to getting to Moho is ignoring whatever transfer window you are using and eyeball it. Check[URL="http://forum.kerbalspaceprogram.com/threads/61478-Oh-bugger-Injection-burn-at-Moho?p=835667&viewfull=1#post835667"] this thread[/URL] for probably the best tutorial on how to get to Moho I can find.
  18. A picture of your craft in the SPH with CoM and CoL indicators would do wonders here, but I suspect the issue has something to do with your CoM/CoL(Center of Mass/Center of Lift) relationship and/or your CoM/Landing gear placement. Your first option should be to move your rear landing gear closer to your CoM, Landing gear are like the pivot point of a fulcrum. The closer it is to the balance point (your CoM) the easier it is to turn your aircraft around them. That being said, you don't want them too close together, or you will nose up unexpectedly on the runway and destroy your engines. Option two is that your CoL is too far from your CoM. The CoL needs to be close to, but slightly behind the CoM, this causes your plane to be ever so slightly unstable, allowing you to perform various maneuvers. Another problem might just be a lack of pitch authority. Without a picture of your aircraft though, that last one is hard to diagnose.
  19. you could shorten your code by using @ instead of !, this would eliminate the need for the second input parameters. A far as your output resource, if you are adding a second one you don't need a prefix symbol. You also need to define what part you are modifing. [code] @PART[name of part as it appears in the .cfg] @INPUT_RESOURCE { @ResourceName = LqdHydrogen @Ratio = 0.0016875 @FlowMode = STAGE_PRIORITY_FLOW } @INPUT_RESOURCE { @ResourceName = Oxygen @Ratio = 0.0020625 @FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1.5 DumpExcess = false } [/code] Try that.
  20. Flying an SSTO is more about [i]how[/i] you flay than it is [I]what[/I] you fly. Sure there are somethings that will never make orbit no matter how efficiently you fly them, but other things, if flown correctly (and I use that word loosely here) can make it to orbit and back. Typically your speed run-up takes place a lot lower in the atmosphere (10km-ish vs 20km-ish) and your climb is much more gradual. As far as returning, you are going to need to take a much more Shuttle-like approach. Come in initially with a high AoA, and then as you descend perform S-turns to slow down.
  21. I don't think you realize how over built this rocket is. With a proper flight profile, remove the radiators, and add some fins to your center stack, you can make it to the Mun and back with plenty of wiggle room. I will however advise that you bring all of your science into the capsule before you leave the Mun. (If you are able)
  22. It's Mainly used for refueling when you are already interplanetary. Inside the kerbin system it's not really of much use, but if you get to Duna, or even the Joolian system, it can really save your mission.
  23. If I might make a request/suggestion: For a mod like this, which seems to have a lot of different components, I'd like to see CKAN integration with this, I think it would be most beneficial to those that use CKAN, and this seems to be as good as, if not better than Astronomers pack.
  24. It is very possible that the fact that it is initially launched from a manned ship is causing the contract to not complete. Typically what I do for those types of contracts is to launch them unmanned. The "New Satellite" portion means that it must be constructed and launched from the VAB, not be a satellite already in orbit, and then change its orbit. I believe this has changed in 1.0.5, but i have not had the chance to test this yet.
  25. Rovers are best controlled from docking mode. This way you don;t apply an unnecessary, and potentially catastrophic, roll when you try to turn. Stock really does have all the parts you need for building a base, but if you're looking for something that's more than a singe module I point you to the following: For the actual building of the base: [url]http://forum.kerbalspaceprogram.com/threads/50685-Modular-Base-Creation-Kit[/url] For precision landing: [url]https://www.youtube.com/watch?v=38IYZUizX3E[/url]
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