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Kobymaru

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Everything posted by Kobymaru

  1. Looks great! Wow, I really hope that the doors aren't touching, or we might not get them open anymore.
  2. Ok, that makes sense, thanks. Is it actually both inclination and eccentricity? I know that if very small eccentricites are involved, the periapsis/apoapsis start to flicker. But then they oscillate around a certain point, let's call that the "real periapsis/apoapsis". But the AgP has a constant drift! I think that's really weird, especially since... ... I turned off RCS and shut down the engines so there are definitely no forces involved. Thanks for the clarification guys, that was very helpful!
  3. This might not be a MechJeb related question, but maybe someone can help me understand: The orbital parameter "Argument of Periapsis" is a constant parameter to describe an orbit. When I timewarp, it does remain constant. But when I don't (so physics are calculated), it seems to drift! When Orbiting Kerbin, it goes up (or down) by about 0.1 °/s. I thought it was the usual floating point/phisycs vibration stuff, but it appears to not be oscillating but steadily rising/falling. Is that normal? Did I misunderstand something? Also, another question: I tried to understand what the "Longitude of Ascending Node" is. Google tells me, that this is the angle of the Ascending Node to a "reference direction". On earth, this reference direction is the "vernal equinox". Whatever the hell that is I did not understand, but what I did understand was that it is somehow related to earths inclination. But Kerbin does not have an inclination! So how does MechJeb calculate the LAN and what is this reference direction? Please send help, I am confuse.
  4. Ok, that's not a problem, really. I can simply empty the science bay and attach the content somewhere else, then move the science bay. Could you point me to the config parameter please? Would it possible to implement some sort of saftey, something like "do you really want to detach science bay from US core?" Edit: or even better, could the "detachability" be a tweakable?
  5. By the way, is it on purpose that one cannot grab the Science Bay?
  6. I'm pretty sure that counts as staging. I saw a Scott Manley video once where he built a rocket using solid boosters only that he staged using precise engine activation timing.
  7. I don't think that a direct entry into Pol orbit is the most fuel efficient, because you have to do always do your entry burn, otherwise you'll just fly right out of Pol orbit and then Jool system. Additionally, it's super hard to hit Pol because of the inclined orbit. The most efficient is probably a Tylo slingshot with or without a Jool aerobraking maneuver.
  8. Food wedge looks awesome! Btw, are there plans for waste containers and some converters in the next release?
  9. Aaand now I'm hyped. GO FOOD WEDGE! GO TAC PACK! I'm sorry, but you want to do that why exactly? I don't think it makes sense "physically" to put parachutes in wedges.
  10. What's "the latest version"? I have 0.75.3 and the bug still occurs. Let's just say, I have "sufficient" batteries and solar panels installed
  11. Hi! I tried to use an alkaline fuel cell/elektron pair as a "battery on steroids", but I failed to activate the Elektron: Once I clicked on active, it shut right off. I thought it had to do with the entry in the part description, Deactivates if full: true but none of the ressources involved were "full". Could this be a bug or am I misunderstanding something?
  12. http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-0-75-3-%28For-KSP-0-24-2%29-26th-July-2014?p=1304509&viewfull=1#post1304509 This one? Sorry, I didn't look hard enough. Somehow, browsing through pages and pages of threads is kind of tedious :/ That makes sense. Godspeed with your current work!
  13. Allright, thanks for the help, it worked! My mistake was that after "Visit forum site", I just downloaded the mod instead of clicking the "Download Mod" button.
  14. You are correct. You can use the Oxygen/Water wedges for TAC however.
  15. Hi! I'm sorry if this might be a question that has already been answered, but browsing through the last few pages of this thread, I couldn't find an answers. If I am to update a mod, how would I do that, step by step? Currently I do the following: 1. Go to the options tab 2. Make sure "Mod update behavoir" (sic) is set to "Copy destination" 3. Click "check for mod updates" 4. Go to the Mods tab ???? 5. Be confused about what to do next ???? 6. Right click on blue mods, click proceed selected mod ???? 7. Be confused about "root of zip not found" message ???? 8. Right click on blue mods, click "visit forum site of mod", redownload it ???? 9. Be confused as to why there are two versions of the same mod in the list now, and why they are orange ???? 10. Be confused about what to do next ???? 11. Delete both versions, redownload updated version again So yeah, while I appreciate the idea of checking mods for updates, I have to say it's not at all clear to me how to properly perform a mod update through KSP-MA.
  16. Dear Mr. Kingtiger! I just wanted to let you know that I find your mod amazing! It's incredibly well thought-out and very, very practical and finally allows for aesthetically pleasing vessel construction. I also wanted to do the rude thing: ask you for an ETA on TAC support. I recently installed both TAC and US and couldn't help but try to get those to work together. Here's the result: As you can see, I fit 2 hexcan food tanks into one science bay, and just put one waste container without a science bay. While this does work "somehow", I feel like it would be more amazing with your mod since a) It looks more awesome should increase the capacity (just look at all this unused space!). Oh and the Oxygen/Water wedges are already in use of course. Also, do you plan to make CO2->O2 and WasteH20->H2O converter wedges? The ones from TAC look kind of ... let's just say simplistic. Also, on a sidenote: do you plan to make something like a "hexadecimal core" for the 3.75 m stack?
  17. I've hit that one. Prepared for a nice, calm landing in one of the Pol Ditches behind a mountain and BAM! said mountain ate my lander.
  18. Good to know. Wow, he did the math indeed. So I guess I don't have to feel like I'm cheating if I attach a tiny pod and can go for months? His is not exactly what I meant. Although what you said would be cool, my suggestion simply concerns notifications! Instead of printing "Electric Charge is depleted!" in Green Letters over the screen, he could use the notification area in the upper right corner, which usually displays things like fulfilled contracts or Kerbals added to the roster. There are plugins that already do that. I did not consider that, but the Google doc made it pretty clear.
  19. Hi! Sorry for the noob questions, but is there something like an "official" rescaling mod? I would love to try the Plugin, but if I understand correctly, with FAR it's a bit too easy to get into orbit. I don't want to go full RSS, but at least stock-game difficulty would be nice.
  20. "Did the math": Somehow, it doesn't seem that water for 27 days can fit into a teeny-tiny "life support" can. Maybe Kerbals drink less but then again, we don't know, do we? Hey Taranis, I have a feature request: - Could you please integrate TAC with the new (contracts) messaging system? It was said that it's fully moddable if I recall correctly. But please only do this after fixing the ressource balance and other outstanding bugs
  21. Hi! I just wanted to share with you the rules that I will try to impose on myself when .24 comes out and I wanted to hear if you have similar plans. Rule #1 - NO BACKSIES! There will be no quicksave/quickload, there will be no Alt-F4 and going back to the last save, there will be no savefile editing. Crashes are permanent. Failures are permanent. Death is permanent. Valar Morghulis. Rule #2 - No Kerbanaut left behind! Live kerbonauts will not be left behind, and they will not be killed on purpose either. Every Kerbal deserves to get home. Rule #3 - No MechJeb *at all* until I get a Kerbal to the Mun surface and back safely. After that, only Rule #4 applies. Rule #4 - No active MechJeb engagement: No Autopilots, No Smart.ASS, no Rendez-Vous, no Docking, no Landing, no Maneuver-Node autopilots. Exception: Rover Autopilots are fair game, because driving Rovers for hours is incredibly tedious. Rule #5 - All Manned flights are to be flown with sufficient Life Support. Rule #1 applies all the more. Rule #6 - No non-stock parts, except MechJeb AR202 case and the Life support parts Rule #7 - No balance-altering mods. I wanted to add a rule about the deadly reentry mod, but unfortunately the all-too-variable "difficulty" setting makes any achievements mostly incomparable and only relevant to the reentry heat scaling. The same goes for FAR: I would have love to use it, but unfortunately it makes the game easier and any attempt to rebalance it requires arbitrary "difficulty scalings". What are your thoughts? Do you have rules that you are going to follow, to make the game more "interesting"?
  22. Thanks diomedea for your thoughts I think since I can recover half the ship in another way, I will just launch it again. No biggie, and definitely less hassle then going throug .craft/.sfs files.
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