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Sarxis

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Everything posted by Sarxis

  1. Modified files It's tricky going back through and remembering all of the tweaks I've made to things. I also wanted to ask (because I don't think your USI tools has it's own thread?): Is the EVA maintenance and wear working now? I have my replacement part wear set to 0.
  2. Is the 5.23 update just a .dll change? I'd like to be able to update only the .dll if it's possible. Thank you sir!
  3. 1800? As in 18kPa? Getting into orbit from a moon isn't a problem. Just wondering if there was a way to do a more efficient 'direct assent' out of SOI back to Kerbal. Sometimes, depending where we land, 'up' will put us straight out of SOI into a return trajectory, but I didn't know if there was some way to use Mechjeb to orient the craft right from the surface into an efficient trajectory back home. Unfortunately I can't seem to use 'Kerbal' as a target, otherwise I could use the Smart SAS to do some advanced orientation stuff.
  4. Two things I've been wondering about: what is the best way (while using Mechjeb) to get off of Mun/Minmus and ready for a return from moon maneuver? Is there anything that can be useful in the advanced tab of the ACS? Usually I just 'eye-ball' or get into some kind of ecliptic orbit, but I can't help but think there might be a better way. Also, what do you all use for 'max Q' while launching?
  5. Thank you Boris for reinstating the distance to waypoint readout! Very useful little bit of data when traversing by air
  6. Having an issue where the food expiration notification isn't working quite right. Have set a custom starve time (4 kerbal days, 86400 seconds), It will go to the red 'expire' notification in the window after 2 days, but my Kerbal is fine. If I go on EVA and re-enter the vehicle, it resets the timer (3d, 05h), but my Kerbal WILL actually go into 'tourist' mode at the appropriate time. Just noticed this after I updated to the new release.
  7. Same here. I actually went and put in the new Real Plume folders but reverted the Smokescreen to 2.7.0 and the intermittent framerate drops disappeared all the same.
  8. If I wanted just the Docking Port fix for 1.4 what files do I need to update? The reason I ask is because I've made some of my own updates and changes to the mod and I don't remember all the things I've changed (tech tree and minor stats to individual parts, what have you.) Thank you for any help ps - I notice you removed kerbalmonths from the modulehabitation for USI-LS resource config file. Is that ok?
  9. Woah! I was tempted to joke that it was taking you over an hour to get around to this thinking it might actually be forthcoming in a few days. Only took you two hours!
  10. Yeah I noticed that the parts folder structure is different.
  11. Yeah see that's the thing: the link in the first post has older models (I think they are the older ones? They are the ones NOT pictured in the OP post) but the version is for KSP 1.2.2. The latter post link has what look like the models in tomf's original post but has a .dll file dated 5/17/2016. So which are the new models? This: Or this:
  12. The link at the beginning of this post has the old models. The link in this post has the newer models which are shown in the first post.
  13. Does having more scientists in the THNKR or Zoology bay produce more Eurekas and Bioproducts?
  14. So in the movie Apollo 13, when the one NASA guy says 'We get them on a free return trajectory', he means 'we get them back/keep them on their free return trajectory'.
  15. I'm going to have to set up a FRT just for the fun of it now. Thanks!
  16. That was something else I was thinking about: I don't think the Mun allows for free return trajectories, does it? Never really tried it! Seems like I always have to slow down my ships no matter how close I skim the surface. Did the Apollo missions adjust their incoming velocities to allow for free return? (Thinking about it, yes, I guess you are still in an elliptical orbit around Kerbin when going to Mun via Holman) Just watched Apollo 13 again and I thought about if they needed to do a burn on the dark side of the Moon to get back to Earth.
  17. I like watching these old space videos: My question is about approaching the Mun - is injecting into orbit more efficient in terms of west to east or east to west? It never occurred to me that there could be a difference. I typically set up standard 0 degree inclination 'West to East' orbits if I don't need anything special. But I just remembered that the Apollo missions seemed to do 'East to West' orbits around our Moon. Does it really make a difference in dV? Does it make a difference in return/approach velocities?
  18. For future reference: you can move your KSP folder out off the steam folder to keep it from updating. Just run the game executable direct from the install folder.
  19. It's really more of a funny situation for me. I've been waiting since 1.2 came out to get around to updating a second install (still playing 1.1.3 on main install). Decided enough time had passed to get everything fleshed out. Finished installing last updated mod and within THAT MINUTE look on Steam - "Huh, KSP wants to update all of a sudden."
  20. Right in the middle of me FINALLY getting all of my mods up to 1.2.1 compatibility? Did that just happen?
  21. Do you think the flexible docking modlet would work on version 1.1.3? I haven't updated my game yet, but this could be useful.
  22. Makes any plane flyable, and stable. Yes - most impressed.
  23. Actually I'm not too hyped for this version. I had heard about some of the revamped antenna system stuff recently, but it sounds like that will be coming in a future update (1.3 or later). I already have the Antenna Range mod by Toadicus and this update doesn't seem to add more than what the mod already does. Fixes are always nice, but I'm not having problems.
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