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  2. I admire anyone who makes the effort to post a mod and/or maintain it, and am most grateful to all for their efforts. Selecting favorites; I'm not sure I see a benefit there. So have to abstain from an actual vote. ...but thank you to all of these folks, and anyone that may not be listed.
  3. later on I can share more details, (remote now) If you look to the current size of the ship it is already huge, 45m diameter 1.4km long, 1 million tones when full loaded. Now image a super large ring with instances of this ship and even one stage of Daedalus engines in the middle, KSP is not prepared for things of this scale/magnitude, so is very painful to do edition, some times I prefer the notepad++ to do small changes. But I don't consider it impossible.
  4. Dunno, try right-clicking on station parts and see if the option appears.
  5. It's a completely new Install and DMagic and ScanSat are the first two Mods I've added to it but the Problem still persists. As of now, I can only supply the Log Files from an older Installation: Current ones will follow shortly.
  6. LoL, love watching the legs scrabble a bit as it looses traction. Good times Indeed -- this is what I wrote the plugin for; all the fun stuff that would be hard/impossible with the stock system. Edit: After re-watching a few times, it just gets more awesome each time. Truly, some out of the box thinking and rigging there -- nice work
  7. Amazing! First mars LK I have seen! (My memory is very bad though) cool idea to use the FGB tanks.
  8. In fact, there were early systems in use.
  9. I tried to figure out how to (re)create .kspedia files but its such a hassle and the tutorials I found are so outdated that I just cant be bothered. I tried my best but if SQUAD thinks thats the best way to "allow people to implement their own kspedia entries" I'm out -.-
  10. Its schwarzschild radius is ~22 million Km, none the less still a good grav assist
  11. We have to figure out what makes them more stable. A possible explanation would be to increase breakingForce and breakingTorque on parts or add struts
  12. I can build faster ships, based on this Bussard engines that I have in mind... the problem is that I don't have the parts that I need to construct them in a way that keep them more robust. I have a version of this ship that do 0.9c but once I turn on the engines... all blow away. For now this one that do 0.41c cruise is the most stable one, actually is very stable.
  13. I prefer the buttons (as in the ones in the UI not keyboard ones) myself. The example you've provided above looks to be the best option here.
  14. I think static in space would work just fine for all practical stock purposes. That said, having them orbit a to-scale galaxy with a central point would offer a lot of opportunities to modders and the more ambitious.
  15. Well can this be done after going into flight? The station is (was) at "10", same as the ships (default).
  16. True, and a gun optimized to hit a V-1 is unlikely to hit a spitfire (wrong lead times). But I doubt that electronic IFF (identify friend or foe) was a thing during WWII. Somebody had to see the aircraft and decide shoot/don't shoot.
  17. Everywhere lately I've been seeing paper "ceiling darts" embedded in the ceiling. It's really annoying.
  18. Yes, remaining dV once it's circularised at 80km, although my circularisation script isn't perfect and on steeper ascents where a longer circularisation burn is needed it can end up a km or two low.
  19. I don't normally use the mag boom for resource scanning because it's got a very narrow range of operating altitudes (30 to 60 km). However, I threw a quick over-engineered probe into a low polar Minmus orbit in a new sandbox 1.7.3 save (DMOS 1.4.2) and it worked fine. If you're trying to scan at the right altitude then there's probably something wrong in your install or a clash with another mod and we'll need logs to try and figure that out.
  20. Although the Apollo Capsule did in fact use a lifting re-entry profile, coming in too shallow would only look like it was skipping off on a graph of altitude vs time. The actual path followed would still be elliptical. It's just that the apogee wouldn't lowerbenough to ensure a capture on the first pass. You would get a second pass, and a pass after that and so on, but the consumables might not last. An orbit touching lunar altitude would take another week or more to complete (less depending on how much apogee was lowered by the first pass), and you'd probably run out of consumables. Also, you would have very little control over your profile on subsequent passes and may come in too steep as a result. Or land somewhere not conducive to safe recovery, such as land or a long way from friendly rescue teams.
  21. Damn, 78 years is too long! For mission success it is critical to take no longer than 50 years, which will ensure that a 20 years old cadet still lives (at 70 years old) when arriving. Electronics lifespane also becomes problematic after 50 years of operation. We have to push harder! The Logical steps would be 40 and 60, not 45
  22. Why use a giant star when we already have a great candidate for "massive object at center of everything" that wouldn't blind us.* 3.7 to 4.7 million solar masses in a 44km sphere; imagine the gravity assists!
  23. I'd not seen it before so found it an interesting read, in particular how low your launch TWR is. My test ship launched at about 2:1 but I reckon I should repeat my tests with the solid boosters limited a bit too to see how that works. I assume all your comparisons used Vacuum dV? I got a bit distracted by another kOS problem the last few days (rendezvous with a target in eccentric orbit) so not revisited it again yet. I'm thinking I might try an do a few launches on different profiles with each new ship I build and see how I can refine my designs. I think it's still more about the gravity losses, by reducing the throttle I'm making the burn last longer,, so it's increasing the horizontal component of the burn while reducing the vertical component.
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