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guitarxe

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Everything posted by guitarxe

  1. Hi, I try this tool to plan mission around Mun. I want to position some satellites. But when I try to select bodies, I cannot select Departure > Kerbin and Arrival > Mun. If I pick "Sun" as Central Body, then I can select "Kerbin" for Departure, but then there is no Mun. If I pick "Kerbin" as Central Body, then I can select "Mun" for Arrival, but I cannot select "Kerbin" for departure. Can someone please explain how to use it?
  2. That looks beautiful. What engines and tanks are that? I don't recognize it...
  3. Just a quick general question - are the KOS scripts able to run in the background, or does it only work with currently active vessels?
  4. Tried to run the latest version from the OP download link, but it said it can't find version 9 of matlab, even though I have a version installed, which was working for the previous version of TOT. Does the new version of TOT need a new version of matlab?
  5. I finally managed to do it, but it was imperative that there was a burn-free coast to AP before circularizing. I could find no way to do it with a continuous burn, and I realized why. The problem being that by continuously burning, the craft is always at the PE, but you are trying to raise your PE. So the question is, how do you raise your PE when you are at the PE? I tried doing radial burns, thinking that would shift altitude from the AP to the PE, since I had plenty of altitude to spare there, but that didn't work out. Hm, now after thinking more about it, I think maybe the problem was also that I was doing a gravity turn the same way I would have with thrustable engines, so I was burning still too low in the atmosphere, so by the time the fuel ran out my PE was still under the atmosphere. I guess if I launch more vertically and pitch horizontally only once I have attained an altitude that I want to be my PE, then continuous burn to orbit could still work out...
  6. Hm, I tried that out, and that's almost what I'm looking for, but not quite. For example temperature, seismic scan, pressure scan, they all transmit for only 50%, whereas what I'm looking for is where those simple type of experiments can transmit for 100%, but stuff like goo and parts experiment need to be returned to get 100%. I think the SETI pack had this. I guess it's not a separate mod that was included? Something that was specific to SETI itself?
  7. I just realized, that is not fully working. It's not working with the temperature scan experiments, for example. Anyone can suggest another way?
  8. Hey, going by your example with MM patches I think I found what I need. Here it is for anyone else that might be looking for it: @EXPERIMENT_DEFINITION[*] { %baseValue = #$scienceCap$ }
  9. So that means going to orbit while burning hot all the time right to the end, is it possible to achieve something like that?
  10. Hm, that one is to transmit stuff like surface samples, but the addon I remember it actually separated out stuff that's just a measurement, like for example temperature, crew report, pressure scan, etc, and made that 100% transmittable, but stuff like surface samples, goo experiments, etc, those you had to recover for 100% value. You could transmit them, but only for a max of about 50%. But in both situations, you would get 100% for one of the methods, you wouldn't get only a max of up to 80% or something on your first try, so you didn't had to do the experiment more than once if you fully completed it the first time.
  11. I don't really use so many mods to really need it, but I do sometimes build stuff so huge that the game just crashes. Now with 1.1, is 64bit stable and useable now? Before it was recommended not to use it because of stability and bug issues.
  12. I can't seem to find it anymore, but I'm sure I've seen it in the past. There was an addon that would make you get 100% science rewards from experiments, rather than like 80% and then 30% etc, making you do the same thing 3-4 times for full reward. Is that addon still around? One that work with 1.1?
  13. Those donut orange fuel tanks that look like life preservers... I don't remember ever having such a hard time attaching one to another, but in my current game it's nearly impossible. I can easily attack anything else under it, but it's almost impossible to attach another one of those donut tanks to itself. It stays red all the time, and only very briefly flashes green as you move the mouse away. Am I doing something wrong with these things?
  14. I've always been confused by which science experiments can and which cannot exist at the same time in the capsule together. Sometimes it would warn you that it will be overwritten, and sometimes it will let you store it without problems. I want to touch down in a few different locations on the Mun, collect Goo experiment data, and then store it all in one capsule on the way home. Is that possible or will it now allow me to store them together?
  15. This looks amazing. I really like the idea of documenting missions and progress in career games. But will there be any possibility of keeping your records private on the site?
  16. I like the images, but after some time even they will get boring and repetitive. I think it would be nice if you could set up your own images to rotate during loading screens. For example a special folder in the game directory where you'd drop in your screenshots and they would show up at random during the loading screen.
  17. I find it a very neat idea and even put it on as many flights as I can, but I've never actually had the need to use. Did anyone ever get into a situation where they had to make use of it in the game?
  18. I play many other games, but never at the same time as KSP. If I started playing KSP then it entirely consumes my gaming life until I stop playing it, at which point I don't play it for many many months. Then I start playing it again and the cycle repeats
  19. Wow, very varied! Some common themes, but mostly very different from player to player.
  20. Hey guys, can you help me out with a basic plane design? Something's not right at all here. I've rarely used FAR before, and only for rockets really, and it seems like for planes many things are very different. For example here I have a plane, and you can see in the first zoomed-in screenshot that the CoL is lower than the CoM, but I can't understand why. I've already moved my wings to the very top, but that didn't help very much at all, while in stock that would have raised the CoL significantly, so I'm confused what I'm supposed to do in FAR to get the same result. Raising the elevators to the top of the tailfin doesn't produce much change in the CoL either. The CoM is a bit high because of those massive gears on the wings, but I have no where else to place them, so I'm trying to find a way to lift the CoL.
  21. What makes RO so different that you must follow a rule there in contrast with stock?
  22. If we have a 2-stage launcher, is there some kind of rule of thumb of how much dV should be in each? Like say a ratio fo 1:2, or 1:3 or something like that? And how high and how fast should your first stage get you, anyway? Or does that all completely depend on the payload or does it not really matter at all?
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