Jump to content

Eddlm

Members
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Eddlm

  1. This could be great for those waiting times between burns in the emptiness of space. It is on CKAN, I see, so people who uses it has more probablities to see it while searching on CKAN for new mods. I, for one, will be using it from now on.
  2. Yep, I brought every science experiment I could with me. Is there any way to avoid this? I would like to fill the Science Archives with science, not ghostly experiments I guess the experiments will be replaces with the real ones when I perform them, but I would prefer the science archives empty until then.
  3. After (installing this mod and) seeing how my Science Archives started filling themselves with science experiments that I did not perform, I did a test. A simple mission to the mun's orbit and back, with the vessel full of science parts. However, I did not perform any experiment with them. Not even EVA reports. Back to the science archives, the mun archive, wich before the mission was totally empty, looks like this now. So it looks like the game takes the "science alerts" as experiments performed (automatically?)! Or something like that. The only real "experiment" that I did was recovering the vessel. That one does have some science value, as you see in the picture. A great mod, no doubt about that. These features should be in stock KSP, they are so useful.
  4. I found a problem. When you're using the pilot assistant, activate (normal) SAS and change your orientation/altitude, and disable SAS again, your the Pilot Assistant doesn't update its info about your heading and tries to handle the craft into the heading it had before activating SAS. I have to deactivate both Pilot Assistant features (heading control and altitude control) and re-activate them so they update correctly. I would love an simple "horizontal velocity" controller, too. I'm not too good at controlling at wich velocity my craft starts being unable to hold itself in the air, and being able to control it's velocity would help me a lot.
  5. It's just me or the Screw has the animation reversed? Also, looking forward for your new release These wheels are really useful.
  6. I know about ckan list. I was hoping there was some way to copy the modlist from one CKAN to another. The ckan list solution "forces" me to go to the other ckan and start installing mods from that list, and I would need to do it everytime I install a new mod on any of the installations. I think I'll make some magic with some sync program to syncronize both installations, this way I have all the ships and saves synchronized, too. And, yeah, I'll see If I can explain that enhancement well there. EDIT: Done. I don't know how to add the label:enhancement, though.
  7. That's a great mod manager you got there. I switched to it the moment I discovered it. Aaaaand I have a question: I have KSP installed in two different machines (both windows), and I would like to make sure CKAN installs the same mods on both of them. How can I get the exact list of mods from the first installation and make CKAN install that same mod list on the second installation? Like copying the file wich handles wich mods I should have installed (if there was such thing in CKAN) and make the second CKAN install from that list
  8. Today I have seen how well Mechjeb handles landings with NEAR.
  9. For now, I'm still struggling to make a craft that doesn't pass the speed of sound when it lifts. The change in aerodinamics it's huge, i'm not accustomed to NEAR yet. But something I have now much more clear is that its mandatory to change the ascend path. Mechjeb default's one is good for stock aerodinamics, but inefficient with NEAR. Even more inefficient with my "Sonic the hedghehog takes care of the kerbal space program" crafts, wich, when they pass the atmosphere, need to burn like 1500 dV to stabilize an orbit. For now I've changed it to this: As now I don't need to take terminal velocity into account, I can make the gravity turn much earlier, saving "orbit burn" dV. Right now I only need to burn an extra ~700 dV to achieve stable orbit.
  10. Using the mod, so far so good. Although Kerbals generate collision FX when running into a part.
  11. This would be helpful for planning missions, too. I like it. Looking forward for that generator.
  12. Just tested it , works perfectly, although it makes that "bouncing back and forth" on the move-to-point, yes. But giving it time, it sits where's told to. It's a great mod! I'm using it along the Landing Height mod, for sure they are great together. It's there a way to edit the maximun pitch it's allowed to incline, or the maximun velocity it can reach?
  13. I've used the new update as an oportunity to try this mod. I have to say, it was a great surprise to see that now, stock planes can reach much higher speeds, and an aerodinamic vessel saves me tons of fuel when trying to get into orbit. This guy got into orbit alone. Thanks for creating NEAR! It vastly improves gameplay, as now there are more ways to use fuel efficiently, aerobrake, stabilize crafts in atmosphere, etc. I don't have enough courage to try FAR fow now, though. I've noticed that both SAS and Mechjeb like to wobble the crafts while flying. I see that others have this issue aswell. I've solved it by reducing the Ctrl Dflct thingies on the elevons. Reaction wheels and locked gimballs do help, too. Also, I have a silly question about Mechjeb and NEAR. While using the Ascend Guidance and the "limit to Terminal Velocity" option , it doesn't seem to reach any "terminal velocity", ever. On the picture my craft is going 600m/s under 9km. It seemed weird to me, as its much higher than the stock 242m/s on 9km. Is my new terminal velocity is much, much higher, so high that I can go 600m/s on lower atmosphere without reaching it, or could it be that Mechjeb fail to recognice this new "terminal velocity" NEAR handles?
  14. Did pretty much the same, but with Minmus and the Karbonite mod. Basically, there's three vessels: One drills the karbonite out of Minmus' soil and converts it to whatever I need, a second vessel stores the fuel converted and lifts it to a massive-but-empty-of-fuel space station orbiting Minmus. Althought now that it's finally done, I realized i got it wrong. I should only extract the karbonite and lift it to the station. The station should convert it to LFO, Xenon gas or MonoPropellant when needed. That way the extractor will be more light (no converters/distillers) and I won't need to attach empty fuel tanks to the station, it will refill the tanks of the passing vessels. Edit: Oh! And learned the magic ways of gravity assistances.
  15. I built this. It is, ovbiously, a refueling station. Not only refuels the LFO mix, it has a quite decent amount of Xenon gas and Monopropellant for any kind of ship. The Advanced Grabbing Unit is here to maintain the station (SS FUEL GOD) hability to refuel any ship, even the ones without docking ports. I've realized a little too late that these kind of stations work better in the SOI limit of Kerbin, so maybe i'll try to move it.
  16. Congratulations Dokkter! Laythe is really far from Kerbin. It's really an achievement. I'm still inside Kerbin SOI, learning more and more until I can do anything outside it. Today i've been cleaning orbital debris with this guy And consequently I've learned that you can't target the center of mass of a vessel/debris. Only by rotating at high speeds I've been able to do a deorbit burn so that booster falls to Kerbin.
  17. Hoo leee shet Mareczex Today I'm testing the efficiency of jet engines as payload lifters. As they consume a lot less fuel, they should be perfect for the first stages of a launch... right? Also testing the Air Brakes from the KAX mod. They do not only slow down planes...
  18. Today I flew (and landed) my first complex plane! I flew it to the Island runaway. I did also forget to put some ladders on it. So I came up with an idea to get the kerbal inside the plane again. More interesting was what I did a few days ago. I was going to try and recover all the rovers I had scattered around the Kerbol system, starting with the one on the Mün. To do so, I designed a craft capable of towing other crafts around (AKA I strapped a KAS grappling hook on a random craft) It didn't work. And I ended with a rover and a new craft stranded on the Mun, waiting to be recovered. The second "Towcraft" did work... for the first hundred kilometers. When I tried to stabilish an orbit with the other craft wobbling behind me, it simply disengaged and crashed on the surface. I guess I'll try the stock claw!
×
×
  • Create New...