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Spheniscine
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Everything posted by Spheniscine
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Spheniscine replied to nightingale's topic in KSP1 Mod Releases
Yeah I did find it weird that I'd now get a bunch of ever-present Field Research and Tourism contracts, but what is really a problem for me is that there is now this weird thing where CC contracts periodically are offered or withdrawn while I'm on the Mission Control screen. What's worse is that if I was looking at a contract at the time, regardless of which contract it is (it could even be active or completed), it would deselect and I have to select it again. Also I dislike the stock weighting system. I find if I get a bunch of contracts of type X early on, and I accept them early on, well, that particular career save will get a lot more contracts of type X, creating an unstable equilibrium. I pretty much turned it off using the stock contracts.cfg- 5,225 replies
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Spheniscine replied to TriggerAu's topic in KSP1 Mod Releases
I'm having a little trouble. KAC seems to prefer KER over VOID for node burn calculations, but the KER time seems to be wrong for me, sometimes even saying I don't have the required dV when I do. edit: Fixed it somewhat; noted that I have to "install" or display the relevant KER stat, even if only temporarily, to get it to work correctly, as I normally use VOID's HUD. -
I have an issue with the "Scout for a suitable location to build a base" contract. I found out that as long as I land on the target world, then switch to a rover on a completely different world, the countdown will start. I don't know what this does to the resultant base-building contract; I got spooked and reloaded.
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It does appear that the most recent heat settings for this mod tend to cause a overheating problem especially if your SRB is larger. I mainly fix it by using a ModuleManager config to turn the heatPerThrust down all the way to 1 from the default 200. (Probably too low but I was having issues with my largest launchers even after halving it) @PART[proceduralTankSRB]:Final { @MODULE[ProceduralSRB] { @heatPerThrust = 1 } }
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It doesn't quite give an inclination range, but close enough; like all other stock satellite contracts it gives you an orbit to match that is visible in the map view and the tracking station. Additionally, stationary orbits have a requirement to end up over a specific spot on the parent world. There is some amount of tolerance in orbit matching; the higher the star rating, the tighter the tolerance is. (Exactly how the tolerance is defined is unclear though; I just try to match everything to at least 3 digits) What you said still holds though; simply have to change the inclination of the target orbit from 0 to 180 degrees.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Spheniscine replied to blizzy78's topic in KSP1 Mod Releases
Request (or if there's a mod that does this already I'd like to know): have a way to "lock" a maneuver node's direction while increasing and decreasing the magnitude. (For example if you have a maneuver that's prograde 3 m/s, normal 2 m/s, radial -1 m/s, you can then lock it and increase/decrease it proportionately to say 6 m/s, 4 m/s, -2 m/s. This is sometimes useful, like when periapsis kicking for interplanetary vessels, or when rendezvousing with an object whose orbit you intersect by completing only part of an orbit-matching burn) -
Unless you're smack dab right on the poles? There's a bit of a difference between having coverage of everywhere most of the time, and outright missing some spots entirely. edit: Well I guess if they're inclined, the blind spots will "track" along the ground as the planet rotates. It's the sun though, which is more than just a small point in the sky; that's gotta account for a significant portion of each planet's orbit? Though I see your point of networks on other planets being able to reroute if they're powerful enough.
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The basic idea is that the ideal goal is to have a constellation consisting of 6 relay satellites for every body. 3 are equatorial, in the same orbit, and 120 degrees apart from each other, forming an equilateral triangle. Its altitude must be greater than the body radius so that they all can communicate with each other and the surface. 3 are polar, in same orbit, 120 degrees apart too, altitude > body radius too. The 3 equatorial ones can be set up first, saving the polar ones only if you need to operate over the polar regions in low orbit or on the surface. For the Sun, you have two powerful relays forming an equilateral triangle with Kerbin. (Too bad those aren't Lagrange points though...) Polar relays are probably not necessary nor worth the delta-v, as if you're close enough to the Sun to be blocked that way, you'll be vaporized anyhow. I think these are the minimum required both to cover the entire surfaces of bodies and provide rerouting for any inconvenient syzygies / eclipses?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Spheniscine replied to Thomas P.'s topic in KSP1 Mod Releases
Kerbol Plus Remade adds Havet as a trojan dwarf to Kerbin (interesting since it means there are no such thing as transfer windows between it and Kerbin), and Outer Planets Mod has Priax as a trojan companion to Polta, both orbiting Urlum. -
Workaround found: create a .cfg file with the following and put it into GameData/custom @PART[proceduralTankSRB]:Final { @MODULE[ModuleGimbal] { @gimbalTransformName = thrustTransform } } Downside: gimballing no longer visually affects the bell. However the thrust should deflect correctly. Disclaimer: not tested what happens if you also use preset thrust deflection
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There is an interaction issue with TweakScale and Procedural Parts. If you put a Tweakscaled engine (I've only tested with downsizing) below a Procedural Liquid Tank that has its shape set to Cone, save the vessel, then reload the vessel, the engine recesses into the tank, sometimes disappearing within it completely.
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I wonder why they're doing that? I guess it compensates with gimbals or vernier thrusters or something, but what advantages does it have?
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Brennu is about 492 meters in diameter and weighs at least 6×1010 kg ; way larger than even class E asteroids.
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New recruits spawning question
Spheniscine replied to Madscientist16180's topic in KSP1 Gameplay Questions and Tutorials
If you're willing to install a mod you can use KSI Placement Services, which allows you to pick the kerbal's profession, avoids unlimited ramping costs, and even pre-train them up to level 2. -
Satellite Contracts (Newb)
Spheniscine replied to Giygus's topic in KSP1 Gameplay Questions and Tutorials
That's probably a mod contract; stock satellite contracts specify that your vessel must be unmanned, and always specifies an orbit. -
The tutorials having "gaps" in them is a longstanding issue; 1.1, however, will address it by having whole new tutorials. Meanwhile though, I'd echo @pincushionman's suggestion that you start in science mode. It's a happy medium; you don't have to worry about as many things as you would in career mode, but you will be eased into the system starting with basic small parts, rather than overwhelmed by all the parts in the game at once.
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lol I was actually just hunting around for any streamlined 2-kerbal command pod. The old K-2 command pod turned out to sink in 1.0.5's seawater, and Yarbough's pod, though pretty, is a little fat for my purposes. Beale's Gemini seems to work fine though, and looks very similar to the Karrot; are you planning on replacing it with that?