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  2. It's never too early for Nyan!!!
  3. NASA SLS/Orion/Payloads

    OMS is hypergolic so not a good choice for a Hydrolox upper stage. You also have to remember that EUS is flown with Europa clipper before EM-2 and the RL10 is already man-rated because it also has to carry the Starliner to orbit.
  4. It is also possible to find that asteroid in the VAB and the SPH. Go into advanced, then cross-section size, and you will see it for the Extra Large size.
  5. Make a fake KSP mod.

    I do believe that would make things way, way worse actually. I love it. Do it!
  6. Engine attachment points

    There is a way to use emptys / gameobjects directly as attachment nodes. Haven't used that myself but you can find some infos here: The config nodes are pretty simple: // Node definitions - Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.3, 0.0, 0.0, 1.0 Stack nodes need 7 values separated by comas. First three numbers are for the coordinate (unity axis, Y is up), the next three numbers define the directions of the node and the last number is for the size of the stack node. The direction of a node is very important and can be 1 or -1. For a node on top of your model the direction would be 1 on Y-axis, for a node below your model the direction would be -1 on y-axis (as shown in the example above). The size can be 0 (for 0.625 m diameter parts), 1 (for 1.25), 2 (for 2.5) or 3 (for 3.75). Same goes for the attach nodes just without the need for a size. I've opened your Motor001.blend and the highest vertex is ~2.63 and the lowest ~0.66 on the Z-axis (make sure you see global and not local coordinates in blender). So the following should be a good start: node_stack_top = 0.0, 2.63, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.66, 0.0, 0.0, -1.0, 0.0, 2 Note that Blenders Z values are Unity/KSPs Y values.
  7. Make a fake KSP mod.

    Transfer window creator: The planets no longer move, and are stuck in an ideal transfer window.
  8. [1.3.1] RemoteTech v1.8.9 [2017-11-11]

    Hello, I am new to the forum. After installing the Remote Tech I lost the connection signal. Attachment captures. Is there a way to reestablish it? Thank you.
  9. Actually the stutter is due to memory leaks in the code, that is very clear because once you close the app and reopen they just stop for a good while. Also, if you never leave the Tracking Station / Ship control views it takes a veryyyy long time for it to occur. But do some atmospheric launches, some vehicle editing in the VAB/SPH and it starts happening in no time. Either Unity's IL2CPP (which I doubt, frankly) or inefficient code from Squad that allocates memory too often (very likely) are the cause of this. In fact, Unity's Buffbot's latest hits two key points that Squad should look into (Particles Systems' recursive calls and Physics' API allocating too much memory, unless the proper methods are used): https://create.unity3d.com/tame-unruly-apis?utm_campaign=saas_global_nurture_2017-Pro-Plus-CLC-Stage-A&utm_content=2017-08-global-clc-A-programmer-16&utm_medium=email&utm_source=Eloqua SQUAD READ THIS!
  10. I like the idea of the Making History expansion, it's a totally different take on Kerbal which adds a lot of new playability. I just hope that they're not "done" with Kerbal after this expansion (unless it's to make Kerbal 2). If they're not done I would expect another expansion to focus more on what already exists within the scope of the game. Interstellar would be ridiculous as there's no scientific basis for it so one of the other huge impact points would be iterating upon the planetary bodies. There's so much that could be done and also intertwined with the "Making History" Mission Builder. It's the most underwhelming portion of Kerbal and I really hope that before they consider this game "Complete" they expand upon their limited features.
  11. If that's what floats your boat then have at it, but setting the reentry velocity limit so high is too unrealistic for my tastes I'll design my way around the problem and/or hack in the necessary functionality so that things work in a reasonable manner Not quite understanding why you'd have to put probe control on the chute part though, I routinely put chutes on boosters and as long as they're coming in at a low enough velocity they recover just fine?
  12. NASA SLS/Orion/Payloads

    SpaceX has marginally upgraded Merlin for Falcon 9, Block 5, so they have to fly it successfully, unmanned 5 times in a row before it gets man-rated. Doesn't this upgrade un man-rate RS-25? Why not? If F9 changed S2, can they fly astronauts on the first flight of a new S2 (EM-2 will fly people on the first flight of their EUS)? Most of the cost arguments for SLS/Orion discuss safety, etc, yet it meets less rigorous testing standards. I'd understand using the large amount of Shuttle era data---had they not modified the engines at all, or if the EUS used shuttle OMS, instead of a stage that has never flown before at all.
  13. Should be easy to check, go to the orbiting craft and look at the inclination, its is around 0 then its going the right direction, if its around 180 then thats the problem. And I agree, I recently did a number of launches from the mun with a reusable lander using ascent guidance and it worked great.
  14. [1.3.1] Decoupler Shroud

    Honestly, I haven't had a chance to load up KSP and check since that post. I'm not 100% sure there actually is a problem - but I had a moment of behavior that matched what was being described, and thought it was worth mentioning in case someone wants to check. (And as a reminder to myself.) By saddlebag parts I meant the three different side-mount storage containers in that mod. I only noticed the effect with one, but I hadn't even looked at the rest. (Note that I was doing something extremely weird with them at the time - I was trying to use them as a decoupler because the payload I'd designed didn't have a stack-mount point, and a radial attachment point would have been ugly on the final station that the payload was designed to attach to. I'm not sure it would have worked, and I'll have to re-load that craft to see.)
  15. I have a couple of mods that add ISRU equivalent parts, but I think they use stock ISRU modules. So I guess I need something that finds everything with the stock ISRU module on it, clones the LFO converter and changes it to Hydrolox, and clones the MonoProp converter and changes to Hypergolic.
  16. SpaceX Discussion Thread

    And yet it is still impressive to watch. This morning's launch was particularly impressive due to the clear weather. Can we be excited about that, please, or do we all have to be ashamed of being moronic fanboys who just don't see that SpaceX is worthless and will never accomplish anything?
  17. [1.3.x] Precise Maneuver editor *Looking for translators*

    This document shows the hotkeys; 'P' will show or hide the maneuver editor. Clicking on the toolbar button will let you show and hide different parts of the interface. Otherwise, here's how to use it... Look at the picture in Victor3's post, just above, because it's showing just about everything the maneuver editor has. At the top (left arrow, Node 1, etc.): If you have multiple nodes set, the buttons on this row will let you select which node you're editing. Time: Pretty self-explanatory. The 'Alarm' button is (I think - I've never used it) a way to pull up the Kerbal Alarm Clock window, if you use that mod. New Preset, Save, etc.: This row will let you save maneuver data you've entered (see below) as presets. Say that you're in a nice 100km orbit, and you've just plotted a perfect Mun intercept: you can save it, so in your next launch, you can pull up the preset instead of fiddling with re-entering the maneuver. Increment: 0.01, 0.01, 1, etc.: The button pushed on this row affects the increment (or decrement) of the + and - buttons in the next few lines, as well as the orbit inclination tools. If 0.01 is selected, clicking the + next to Prograde will add 0.01 to Prograde, and clicking the - will subtract 0.01 from it; so on and so forth. This is useful for making very fine maneuvers - like when you're trying to plot an intercept of a Joolian moon from low Kerbin orbit. UT: This line lets you very precisely control the time of a maneuver. You can type a number into the UT box: it's the number of game-time seconds since your saved game's very first moment. You probably won't want to worry about the actual number, though, most of the time. The + and - will increment and decrement the number by whatever increment you have selected (see above). If 100 is the selected increment, + will move the node 100 seconds ahead in time. The x10 button multiplies the increment by 10 - for those cases when 100 second jumps just aren't enough. (Perhaps you're plotting a node that you'll execute in a few years of game time.) A circle with a -, a circle with a +, AP, PE, etc.: This row lets you snap a node to certain important points in an orbit. The circles with - and + let you move the node backwards or forwards in time one orbit at a time - that is, clicking the circle with the + will set the node at this particular point in the orbit, but ahead in time one orbital period. AP snaps the node to the apoapsis - the highest point in the orbit. PE snaps the node to the periapsis - the lowest point in the orbit. If you have a target selected, the AN and DN buttons will snap the node to the orbit's ascending or descending node - which is mostly useful when trying to match a target's orbit inclination. The fields and buttons of the next three rows (Prograde, Normal, and Radial) all work the same way: after the label, there's a field, in which you can type a number, followed by a +, a -, and a 0. The numbers are changes in velocity, and the + and - buttons adjust those numbers according to the increment selected above. The 0 buttons simply reset their respective fields to 0. If you're wondering: 'prograde' means 'in the direction of orbit'; 'normal', for simplicity's sake, means 'towards north'; 'radial', again, simplifying a little, means 'away from the ground'. The Orbit Tools: The buttons with the arrows curling up and down will change the orbit inclination without changing the orbital altitude. This is, again, very helpful when used on a node that's snapped to the AN or DN. The button with a circle and a little R will circularize an orbit at the node's altitude. The two buttons to the right of that will copy or paste maneuver data, respectively. The Maneuver Gizmo is below that. I turn it off. Otherwise, it works like the maneuver gizmo in the stock game. Below that, there's some more orbital information. At this point in your KSP career, the ones you should worry about are mostly Apoapsis, Periapsis, and Incl. (Inclination). Below that is the Conics Draw Mode section. This controls how the orbit paths are drawn in the Map view. I suggest playing around with them. 'More patches' and 'Fewer patches' basically control how far out the flight path is calculated, in the event that your flight path passes by several different planets. Hope this helps a little. To answer your other question, about raising your AP and PE: first raise your AP out of the atmosphere, and then burn *at* the AP to raise your PE. (Or drop a node at the AP, then click the Circularize button, and execute the burn it gives you.)
  18. But how to inflate/deploy centrifuges?
  19. [1.3.1] Docking camera (KURS) (14.feb.18)

    thank you, thank you, thank you! I've missed this docking camera for so long!
  20. Forgive me, but I really don't feel like looking back through the thread to find the original proposal. Was the idea that each SOI would have it's own timeline shared by the users within it, and they can only adjust where they are in space, and not time? If so, what would control the position of planets? I'm guessing that would be covered by the timeline of the sun's SOI?
  21. Revelations of the Kraken (Chapter 17: Psychosurgery)

    And now the reach of the tainted RatSquirrelFish reaches our Heroes.... Please let Burdous not have it... it's just a coincidence... right? RIGHT?!?
  22. Hacked?

  23. SpaceX Discussion Thread

    So, 2 are in orbit. 11998 more left. sarcastic != negative
  24. Mars Colonization Discussion Thread

    They can put solar panels on a mountain and drop metals to its foot. Then pull up with ropes.
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