mudkest
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Everything posted by mudkest
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4 ra-15 relays on a satalite *should* be enough to get a path up to a single hg-5 dish located at eve. though very weak signal if eve-kerbin is at max distance. a single ra-100 should give better coverage. if you upgraded your trackingstation to lvl 2(or better, 3) it should also be strong enough to reach your sattalite. Off course if you have extra ground stations disabled then ksc needs to be in view, so to speak. helpfull tool on following topic for figuring out what dish to bring
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CommNet Signal Strength Calculator & Antenna Selector
mudkest replied to Poodmund's topic in KSP1 Tutorials
great tool, but I think Jeb messed around in it, cells A7, F8, F9, G8 and G9 seem to be messed up.- 86 replies
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I find the text difficult to read in the centre, where the back ground turns a lighter colour, easy fix is to use white letters with a black outlining(in open office it's called shadow, dont know about m$ powerpoint) can't comment on the actual content as i haven't used mks so far. Looks complicated so tutorial would be nice
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1.1/10 I dont know what sort of wolf that is, but Im sure it owuld burn up on entry. evil thing to do to a wolf, but not very in the grand scheme of things I slowly remove all caffine from all coffee and other caffinated drinks world wide over the course of a year, then when eveyone is over their caffine addiction I make all drinks 10 times as strong then theye were before
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xkcd did it better
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oops nevermind
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Like this guy, I'm 80% sure
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you got it all wrong, if it's at 6666 then that's not proof it is evil. It's proof that it went beyond evil 6000 ago
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[1.1.2] [v0.4] Resource Details in Tracking Center
mudkest replied to avivey's topic in KSP1 Mod Releases
I'll await patiently -
[1.1.2] [v0.4] Resource Details in Tracking Center
mudkest replied to avivey's topic in KSP1 Mod Releases
thanks for updating Are you still planning to add science/data for labs? or is that "being worked on(R)" and expected soon(TM)?(in other words, planning too but unknown when you have time for it) -
That worked, thank you
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@hab136 I did, even deleted the leftover folder from gamedata, but still got that message. The message for trying to install a mod you already installed yourself is different, something along the lines of "ckan will never overwrite files not installed by ckan" so I am guassing this is some licensing issue, you continuing an abandoned mod(with ckan not knowing it was abandoned).. Then again, I dont really know anything about how ckan handles mods being added so I can be way off
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[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
mudkest replied to seanmcdougall's topic in KSP1 Mod Releases
well it's in stock now(though the safe deployment color is grey instead of green) -
Thanks for continuing this awesome mod. I don't know if this is something you can fix(or if someone else did the ckan bit) but when i try to install trough ckan I get the following: About to install... * GPOSpeedFuelPump v1.8.0(cached) The following inconsistencies were found: GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/CommunityResourcePack.cfg, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/everything.cfg.disabled.txt, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/FuelSwitch.cfg, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/GPOSpeedFuelPump.cfg, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/Plugins/GPOSpeedFuelPump.dll, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/ProceduralTanks.cfg, but this file is registered to Goodspeed * GPOSpeedFuelPump wishes to install GameData/GPOSpeedFuelPump/StockResources.cfg, but this file is registered to Goodspeed Error!
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I wonder if this pilot plays KSP And what a noob Could be, the russion Tupolev Tu-95 has counter rotating props, and there are a few more aircraft with it. Not very common though, if you think that's weird, take a look at this engine!
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[1.1.2] [v0.4] Resource Details in Tracking Center
mudkest replied to avivey's topic in KSP1 Mod Releases
one of those "I can't believe its not butt, ehr stock" mods nice to hear you're planning to update it for 1.1 -
How to get a mobile lab up there
mudkest replied to JackBush's topic in KSP1 Gameplay Questions and Tutorials
Plusck allready gave a nice answer, so I just add this: Landing legs on the engine fairing are pretty pointless. As soon as you stage they stay with the part that you throw off so you end up without landing legs on your lander -
Mine -> Convert -> Lift?
mudkest replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
for lfo/ox it does not really matter, 1kg of ore turns into 1 kg or lf+ox(or 1 kg or lf, or 1 kg of ore) so hauling 1kg of fuel or 1kg of ore, it doesnt really matter for delta-v if you refine on ground or in orbit. Ore tanks are a bit heavier then lfo+ox tanks though, a 2kg ore tank holds 15kg ore, and a 2kg lfo+ox tank holds 16kg of fuel, so in that sens refining on the ground gives a bit more delta-v out of your mined mats, but seeing ore is unlimited(so the delta-v you get from a resource patch is also unlimited) in the ground that point is somewhat moot. There is more sun-time in orbit though so the energy for refining in orbit is easier to get(less storage needed for the dark time, or less nuclear generators). You could use the fuel cells to power the refining, but then you use part of the product to keep production going. Not much of an issue with unlimited input, just get less fuel over time. Monoprop, 1kg of ore gives 0.8kg monoprop, so delta-v wise it makes sense to convert on the ground(also more monoprop for 2kg of tank). But again, unlimited delta-v from unlimited ore so kind of moot. And how much monoprop do you need to haul up anyway? -
Steam- revert to older version?
mudkest replied to Jeb42's topic in KSP1 Gameplay Questions and Tutorials
right-click game in library, go to properties, beta tab and select previous stable release. -
Nice guide, but I find teh following step for matching velocities a lot easier: when you have an intersect flag, set up a manoeuvre node there to match the orbit of your target as close as possible. That way you have a nice guide(manoeuvre marker) for what direction to burn and how much delta-v you need to match speed with target. Switch navball to target mode and look at target velocity to judge when to cut your burn instead of using the node, but if you set up the node correct those are pretty close anyway. I can make some pictures later if its not clear what I mean
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Rules of Thumb for Building Cheap and Cheerful Rockets
mudkest replied to Norcalplanner's topic in KSP1 Tutorials
another option when you use mods is, cant remember the name from top of my head, but goodspeed fuelpump or something and set tanks to drain bottom to top. -
Mun Refuel Station Problems
mudkest replied to Shikashi's topic in KSP1 Gameplay Questions and Tutorials
as allready pointed out, 60 m/s is way to fast. it is 216 km/h wich might still be emaningless, so I'll add 135 miles/hour. So try to slow down a bit more, you're landing at speeds higher then you are allowed to go on motorways, with the exception of the german autobahn. And even then you need a pretty decend car to reach those speeds 10 m/s landing is still fast, like cycling into a concrete wall.