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bertibott
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Everything posted by bertibott
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Hi, does anyone know of a problem that causes your craft to always pitch up? I built a rover an minmus (using EPL) and everything was going fine... until at some point it started reversing and when I disabled the motors on the wheels it started pitching up. A look at the the pitch-indicator in the bottem left corner tells me that the craft is pitching up all the time. Unless I manually pitch down... but as soon as I let go of the "W"-key it goes back. Any Ideas?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
bertibott replied to KospY's topic in KSP1 Mod Releases
hi... are there any known issues with inventory items disappearing when entering a vessel? I have a base on minmus. My engineer got out took a screwdriver from a storage container, did some KAS magic and got back into the base (a UKS habitation module... if that makes any difference). I switched back to the KSC and when I cam bakc to the base to do some more screw-driving the equipment was gone from my kerbals inventory and is nowhere to be found. any ideas? logfiles wanted? and if so wich ones? -
KSP Interstellar Extended Continued Development Thread
bertibott replied to FreeThinker's topic in KSP1 Mod Development
I am using the filter extension as packaged with the latest version of KSPI. My problem kinda sorted itself out though. After unlocking the next research node too I get all the parts. In the R&D building both nodes show some of the same modules (Graphite Radiator Flat, Graphite Radiator Edge. Graphite Radiator Cruved Rectangular, Graphite Radiator Skin Wrapper and Graphite Radiator Curved Square). But only the second node actually unlocks them. I don't know if this is how it is supposed to be... and if so I can't see why.. but as far as bugs go this is one I can live with... Thanks for the patched .cfg btw! -
KSP Interstellar Extended Continued Development Thread
bertibott replied to FreeThinker's topic in KSP1 Mod Development
hi, i have a question about radiators: The graphite radiators are supposed to be seperate parts? Right? As in they should show up seperately in the VAB. Because even after ressearching the relevant node ("heat management systems" I believe) the parts do not show up. The only thing that comes up when I search for "graphite" is the semi-foldable radiator. I am running a rather heavily modded install, so I am not quite sure where to start the search for the problem. On another note: I have had a problem with the "OreTanksfix.cfg" after I installed version 1.8.28 there seemed to be a problem with the Procedural Parts mod. Module Manager complained about 6 errors and refused to start the game. -
jep. version 2.6.26
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okay... so i downloaded the file and put it in my gamedata folder. still nothing. is there anything else that i can do?
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Nope... that didn't help... all that does is that i can attach a second part to the node that i originally atached the Inflato to... So... I have a secon module "inside" the Inflato... still can't attach anything to that module... hope that makes sense...
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hi, i wanted to try to build a space station with parts from this mod... or particularly ONE part (it was the chosen one! it was going to make my design practical and beautiful at once! I named my firstborn after that part!) the Inflato Storage Container F.L.A.T. . And I can't because in the VAB I can't attach anything to it. If I try to attach it another port that wors nicely. But not the other way around. The attachment nodes show up but other parts just don't snap onto them, I am using KSP 1.1.2... is this a compatability issue? Am I doing things wrong? I do have the firespitter plugin installed... it seemed that was important... Also on a side note... the VAB does not show any crew spaces in that part... wich seemed sort of weird seeing that it has a dedicated airlock on it.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
bertibott replied to TriggerAu's topic in KSP1 Mod Releases
you are my hero! or as we say in germany ju ar mei hiero! jeb is also happy since he no longer has to fear that i'll send him on a one-way trip to nowhere... -
hi, quick question: I manually installed the mod and I am experiencing some weird behaviour: I cannot use the experimentsx on any of the science parts... When I right-click them in the VAB it does not show any experiements. But I can use the experiments that some of the probecores have built in. Is this a known issue? Is it possible that I screwed up when I was extracting the files? I simply put the folders "Bluedog_DB" and "DMagicSienceAnimate" into the Gamedata-folder.
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hi... this looks... intresting... and really really challenging... I have a few questions though... is it possible to have permanent outposts? with a maximum oxygen scrubber efficiency of 90% any sort of vessel would run out of oxygen at some point... or am i missing something? what other mods are supported? I have not started a new save in 1.1 so I am still figuring out what mods i would want... I am currently thinkning of something like: Kerbalism KIS/KAS KW Rocketry NearFuture stuffs SCANsat DMagic Orbital Science Station Science FAR (KSP-I)
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Hi, I have been playing KSP for a while now and recently started playing around with the kOS mod wich made me realize, that while I have a general understanding of orbital mechanics I am having trouble getting my head around how things work specifically. The stuff I learned at school all those years ago, or in basic engineering (not quite so many years ago) helped somewhat... but I was limited to rather basic and/or special cases. There is not much spaceflight to be done when you are limited to to circular, zero-inclination orbits. Why does everything alwasy have to have nasty properties such as eccentricties or directions (and why don't they behave like decent academic examples and follow one of the karthesic axis? Having been a good student to this day I always buy at least 17 melons at once!)? For example I have been trying to calculate my own circularization burns... A rather simple method I would say would be to calculate the actual velocity at Apoapsis and the velocity a circular orbit would have at that Altitude. The difference would be the required dV. Relatively easy... also only scalars involved so far. But now comes the tricky part.. when do I start and where do I point? Far a start I would like to be able to calculate when and where my rocket will be... not too hard on a circular orbit but on an elipse? Long story short does anyone know a good place to read up on things like orbital mechnics? I asked google... but I guess I searched for the wrong keywords.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
bertibott replied to erendrake's topic in KSP1 Mod Releases
hi, I am very new to kOS... I have some rather simple questions: Is it possible to get information about an engine that is not active? I would lilke to get the maximum thrust of an engine that is not active. I tried putting them into a list and iterating through them but for an inactive engine I always get 0. I would like to set a specific TWR in my launch BEFORE actually firing the engine... not mission critical but nice to have in my opinion. Second is it possible to make a script that will wait for a user input of some kind? For example one that will wait for you to start the countdown before launch... or specify the TWR that you want for your launch (yes... I am still mostly trying to get things into space... but that in a fancy way :P). Sorry if this has been asked before... a pointer would probably be enough for me... Thanks in advance! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
bertibott replied to erendrake's topic in KSP1 Mod Releases
Hi, i just found out about this mod and I have to say I am intrigued... I plan on starting a new career built around kOS. Do you guys have any suggestions as to what other mods i should be using along with kOS to make a "perfect" install (that will be outdated in a few weeks so I get to start all over again... but that's part of the fun, right?). So far I'm thinking of something like this: kOS (obviously) RemoteTech SCANsat DMagic Orbital Science Kerbal Alarm Clock Precise Node Kerbal Engineer Transfer Window Planner (maybe) FAR (maybe) KW Rocketry RealChute (maybe) Some form of Life Support (maybe) Am I missing anything you guys would consider vital? Are there any known incompatabilities with any of these mods? I would also likesomething along the liines of KSP Interstellar but I am worried that the rather complex engine management of KSP-I could prove somewhat problematic. Can you suggest other mods that add futuristic engines (I use KSP-I mostly for the engines) that don't require quite as much micromanagement? -
KSP Interstellar Extended Continued Development Thread
bertibott replied to FreeThinker's topic in KSP1 Mod Development
hi, I have a question of the "Somebody-has-probably-already-asked-this"-variety.. but I honestly couldn't find any definitive answer to it. Are there known issues between this mod and the Umbra Space Industries Mods? Or more precisly the whole mining apsects between the two mods. I have been trying to make a somewhat self sustainig hopper/lander to scout out the surface of Minmus. But I cannot figure out how to make it refuel itself. How do I extract ressources from the surface? How do I even knwo they are there? Are the different mods' ressources compatible with one another (especially water which USI only uses to make supplies(food and stuff)) where as I would like to split it up into Liquidfuel and Oxidizer. Is there a current Wiki page covering this? So I would not have to get on your nerves quite so much... EDIT: also I tried using the ISRU Refinery (2.5m) and i didn't get it to work at all... i tried to start the Water Electrolysis process on the launchpad (with ample water on the vehicle) and it just complained about being out of water -
still 16 litres of water is a lot. a grown human needs about (please don't quote me on this... not really my field of expertise) 2.5 - 5 liters per 24-hour-day depending on the kind of activites one would engage in... if you run a marathon you'll need more... or if you live in a very hot area... EDIT: How do know how efficient a recycler is?
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Thanks! That is exactly what I had been looking for! While reading it I noticed something... Kerbals really do eat a lot... A LOT! 16 kg per 6-hour-day either they eat some high density food or they are just munching down snacks non stop... but that is probably off-topic
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KSP Interstellar Extended Continued Development Thread
bertibott replied to FreeThinker's topic in KSP1 Mod Development
hi, how do i calculate the lifespan of a reactor? How much fuel will be used during a specific time. I have a vessel with a Closed Cycle Gas Core Engine for an interplanetary mission. How long will the fuel last? In this example I expect a total travel time of 600 days and would like to know if i have to pack additional Uranium. -
hi, sorry if this has been asked before but after reading the github repo and not really finding an answer to my question i thought this might be the place to go... What exactly does habitation mean? And how does it work? I am curretnly designing a manned flyby mission to Eve and I am a bit confused. I am in the VAB and when I open the LS window it shows three numbers fo my vessel: Supplies, Batteries, Habitation. The first two are rather straight forward but I can't really get my head around hte last one. For the purpose of this mission just strapping on a couple of hitchhikers will probably do the trick but I am confused as to how I would ever get a permanent station working. Is there a point a where a given vessel would become permanently habitable? Can anyone explain this to me? Or direct me to where it is explained.
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thanks! I believe part commander is the weapon of choice here! *CLOSED*
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Hi, i was wondering if there is a mod that helpshandling the rather largeright-click menus that some parts have. I am using the great "KSP Interstellar Extended" mod and I just lost a probe (the tax-paying kerbals were not happy!) because I accidentally clicked on a button. The right-click menu was so big that the button in question was hidden behind the navball at the bottom center of the screen and even extended outside of the screen. Do you guys know of any mods that would help with that kind of thing?
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KSP Interstellar Extended Continued Development Thread
bertibott replied to FreeThinker's topic in KSP1 Mod Development
hi, after a long time of not playing KSPI i have started another game. An oh look! New things to try out (and blow up/crash/incinerate....). I have already built a few probes using the CANDLE as main engine. So far everything worked fine. But when the last probe arrived at its destination (Duna) it was unable to perform the breaking maneuver. The engine just didn't generate any thrust (even though it had done just fine during the transfer burn). The right-click menu showed that it didn't have any thermal power (no waste heat either) and the reactor temperature was dropping even though though there was still plenty of fuel in the reactor. I am a bit confused now... is this a bug? Or am I just being stupid? The probe is a rather simple design: Probecore, a bit of siency stuff, batteries, solar panels, liquid fuel tank, two stock radiators and the CANDLE. Any Ideas?