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Found 6 results

  1. This is a continuation of the amazing mod Telemachus by tcannonfodder. View addon details & screenshots on the original forum post. Whats different from the original Telemachus? Updated for 1.4.1 Semi-usable camera system (Requires Raster Prop Monitor) Telemetry is added to all command pods and no longer requires a special Telemachus antenna Download License: MIT
  2. Hi, I'm playing a career mode game, and upgraded the Mission Control building to Level 3 (maximum) a long time ago. The game says this upgrade should allow "unlimited number of active contracts". Although the upgrade did indeed remove the hard limit on the number of contracts, I found that the game simply didn't offer me any more contracts once I had 14 active. Whenever I'd complete a contract, I'd be offered a new one, one-for-one, but no more than that. One day when I completed a story contract, the game offered me two in its place, which expanded the "rotation" to 15, but a few contracts later, for no apparent reason, I completed one and was not offered a new one, reducing it back to 14. The other day I completed a non-storyline contract and was offered two in its place, so it's now back up to 15. Does anyone know what's going on here? Is this "intended" behavior by the game? An arbitrary technical limitation perhaps (e.g. due to the contracts being stored in a fixed-size array in the game code)? I would really like to be able to have more than 15 active contracts. Right now, more than half of the effective "slots" are tied up with long-term missions that I can't (or don't want to) start yet - e.g. I need to unlock the requisite tech tree nodes to complete ore contracts, and I don't want to skip any of the storyline contracts (thus I can't escape Kerbin until I've finished exploring Minmus, since that would skip that contract). This leaves only a few slots for active turnover of contracts, which makes it difficult to e.g. get enough tourists on the books to fill up a big, efficient craft to take them to the Mun. Is there any way to "fix" this? Perhaps a setting, or a mod? It seems weird for the "size of the market" to be effectively capped like this; one would expect the market to increase as I demonstrate the ability to perform more ambitious missions more efficiently. Thanks!
  3. I'm running the latest build (1.3) on Windows and I'm not seeing a single contract for taking tourists on suborbital flights. I read that once you've gotten into orbit they won't show up so the farthest I've achieved so far has been suborbital (to space but nothing sustained). Was this bad info or am I missing something? I have completed and denied several contracts to get some tourists to show up, but that hasn't worked at all.
  4. I'm relatively new to KSP, but I have already put 47 hours into it. It is amazing game, but there is one element that frustrates me the most --> no trajectory planning or at least able to slow down time or have an active pause option where I can plot my orbit. It is really cumbersome to fly, keep the rocket in control and plan the trajectory at an orbital view, while everything happening in real time.... So I wish if there would be at LEAST an option to slow down time in the game. Is this possible to consider this option to implement it in the game or is there a mod that already exist? (I could not find one only autopilot mode, which is not what I'm looking for)
  5. Hi! Some friends and I are trying to fly to Minmus manual mode IVA without map view. We're therefore needing to plan out all our manoeuvres ahead of time. One that is giving us difficulty is the plane correction. We launch equatorial, but need to correct to a 6deg inclination to match Minmus. The burn itself is easy enough, but getting the timing right in order to be co-planar is problematic. We are using telemachus to give us telemetry (aka API access!) and so can see our various orbital parameters. We know that we need to burn at the ascending node - and we have the longitude of this relative to an arbitrary reference line. However, we're not sure how to see our vessel's own longtitude as measured from this same reference point. The longitude offered by the api/telemetry appears to be relative to the orbited body's prime meridian, which of course is rotating in inertial space. Looking at wikipedia, it seems that the way to do it is to take our argument of periapsis, and when our true anomaly is the negative of this, we make the plane change. We'd do this twice: once to correct launch errors (using the vessel LAN, INC->0), a second time to match minmus (using the minmus LAN, INC->6). Does that sound right? Is there any way to time a launch such that we can insert directly into a minmus plane (applying our inclination burn during launch)? Without an orbit, we'd not have a true anomaly or AoP, so we'd not know when we were at the LAN/when we were coplanar with minmus....
  6. I would love to see support for a multiplayer mission control style interface, where people online or on a local network could view your map and telemetry information, and would be able to plan maneuver nodes and send them to the pilot. This would allow for easier KSP Mission Control parties and I think would be a huge hit. I know some mods provide similar functionality, but they've been very difficult to get working, and seem hacky at best.
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