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Kesselya

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  1. Same here =( I was super excited to find this, and was looking forward to trying out this mission. KillAshley is pretty awesome, so I imagine it'll be fixed soon =)
  2. How do most people using this mod manage their interplanetary transfer windows? The standard tools wouldn't work because of this, right? Do I just keep a dummy vessel in orbit, compute a bunch of transfer windows ahead of time and then use those maneuver nodes to set up targets for myself in KAC?
  3. Has the orbital period of Kerbin changed with this mod? I'm trying to roleplay something sitting at the L4 point of Kerbin's orbit around the Sun, and when I'm matching Kerbin's orbit, it's more like 400 days (pretty much exactly) compared to the 426 days that is listed in the Wiki (http://wiki.kerbalspaceprogram.com/wiki/Kerbin). This is the only Kopernicus mod that I have installed, so I just wanted to check. Did I mess up something else? I normally use Kerbal Alarm Clock's transfer window schedule to know when to plan my interplanetary transfers. These numbers seem all out of whack because of this too. If I load up something like MechJeb's advanced transfer planner (to do some porkchop selections), I get wildly different transfer windows, but ones that are more true to the nature of the positions of the celestial bodies. (Edit: Just removed the mod and sent a ship out to the same altitude above the Sun as Kerbin and circularized it. The period was 1 year (426 days)).
  4. I saw that you said this should be ready to go for 1.1 when Kopernicus is updated, so I'm giving that a shot. When I load a save (or start a new one), I find it's unable to load the KSC. The camera is just stuck looking up at the sky, and I can't do anything. I've removed every mod except for this + Kopernicus, and the problem persists. Am I doing something wrong, is this a bug that should be reported somehow, or is there anything else I can do? Or are there any troubleshooting suggestions I could follow? Thanks!
  5. Hi, I had an initial contract to put a station into LKO with a crew capacity of 5 (plus power/transmitter/etc). Later, I received a contract to expand the station to a capacity of 11 and have an Engineer on board. I took this as an opportunity to really expand my station, but I did it in parts. I launched a module up to the space station (say for example I was connecting Unity to a Zarya module), which didn't increase the capacity. As soon as I docked, the contract was marked as Failed. I didn't fail the contract, I just haven't fully completed it yet ... the next module (say, Zvezda) would have added the engineer plus remaining life support requirements for the contract. I don't think these contracts should auto fail right as soon as you dock another ship to it. If the station gets destroyed in the process, or the contract times out, I could see it being marked as failed. But not for docking multiple craft. Thanks, Kess
  6. I'm having some problems with the 2.5m service bay. It won't "open" in the editor, and after I installed the mod, the service bay on my space station is acting really messed up with it too. There is weird part clipping that is causing the station to wobble and is risking these parts just exploding to force them to detach. If I use the 1.25m service bay and scale it up with TweakScale, it works just fine. Anyone else able to replicate this?
  7. I'm interested in this as well. I was hoping to not have to deal with the extra resource of MetalOre and just use the one stock resource. EDIT: On the original post http://forum.kerbalspaceprogram.com/threads/89774-1-02-(-50)ExtraPlanetary-LaunchPads-Extended-Part-Pack-(and-extras!), there is an extra that converts the MetalOre to use the Stock Ore. The link to that .cfg file is at: https://dl.dropboxusercontent.com/u/19908938/ELStockOre.zip
  8. Am I just tragic at KSP? How in the world are you supposed to land with those wings? There are no control surfaces that I can see, and I can't manage to slow my ascent enough if I end up having to abort a launch.
  9. Well then ... I'm new to the mod and it says a Parachute was included right on the front page. Thanks for letting me know.
  10. I can't seem to find any option for the DERP to deploy its parachute either (tried this on 1.0.4).
  11. I just went from 69% Reputation down to 4% because of starving Kerbals I accepted a rescue contract for a Kerbal in orbit around Minmus and one in orbit around the Kerbin (crazy eccentric orbit too). I went out to do them both at the same time, heading to Minmus first. It took 13 days to arrive at Minmus, in that time, my two Kerbals stranded in their hulks just starved to reputation death. How is anyone else handling this? I ended up reloading and then editing the save file to give those Kerbals some snacks to buy me some time to get to them.
  12. The trajectories could become more accurate if you have atmospheric sensors on the ship!
  13. I'm not sure if this is a problem that SmartParts can fix (because I've seen the same behaviour in kOS too), but if you change your staging, or modify your rocket after you've put the smart part onto it, it won't stage properly. It'll detect the event just fine, but it's not able to stage. If you lift the part and then re-attach it, it remembers the staging properly and will work once you re-launch your ship.
  14. This is strictly a part mod, so they don't break very often with updates. These are working just fine with my 1.0.2 install, using AntennaRange as my communications mod. I can't confirm if they work with RemoteTech, but for just regular stock usage and for AntennaRange, they work just fine! Kess
  15. Yep. Or more accurately, "Hey, friendly Mod Maker. I love your patch, and I tried to tweak it, but failed miserably. If you could help me out, I'd be greatly obliged and will have my Kerbals bake you cookies."
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