billkerbinsky
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[1.12.x] Near Future Technologies (September 6)
billkerbinsky replied to Nertea's topic in KSP1 Mod Releases
Electrically pumped like the real-world Rutherford? (no alternator, burns EC as well as LF+OX, periodically ejects batteries...) -
totm nov 2023 SpaceX Discussion Thread
billkerbinsky replied to Skylon's topic in Science & Spaceflight
Don't need anywhere that many. US OSHA requires five toilets for an office with 81-110 workers. Source: https://www.shrm.org/resourcesandtools/hr-topics/risk-management/pages/osha-restroom-rules.aspx Fast attack submarine (with a crew of ~112) has six toilets, one urinal: https://www.quora.com/How-many-restrooms-are-on-a-fast-attack-submarine -
See also:
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[1.3+] Stockalike Station Parts Expansion [retired]
billkerbinsky replied to Nertea's topic in KSP1 Mod Releases
That's mostly it, but there's also the Connected Living Space add-on (which requires a pressurized path between kerbal seats for internal transfers) -
The periapsis error from "return from a moon" has bugged me as well. It's easy enough to work around once you get out of the moon's SoI, but when I get a chance I'm going to try characterizing the error a bit better - try creating the node at different times and then dink around with the maneuver node editor on the maneuver node created by MJ and look at what changes to either the node's timing or delta-v do to the predicted periapsis value. If you're right and it's just a mistake in reference frame it might be a simple fix.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
billkerbinsky replied to NecroBones's topic in KSP1 Mod Releases
It's here. (Looks like most recent version was just marked compatible with 1.3). Thanks to NecroBones! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
billkerbinsky replied to RoverDude's topic in KSP1 Mod Releases
It's a common place name in the US (list here); about 15% of the US population is of German ancestry. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
billkerbinsky replied to NecroBones's topic in KSP1 Mod Releases
To correct the record, chickens can indeed fly (at least when their primary flight feathers aren't clipped..); they're just not very good at it.. -
When using this mod to launch off of bodies other than Kerbin, it looks like the destination height is adjusted, but not the turn start velocity. This is particularly obvious on minmus where if you don't adjust the turn start parameter you don't actually ever start the turn. It might be better to use a "time to Ap" value to start the turn rather than a specific velocity.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
billkerbinsky replied to ferram4's topic in KSP1 Mod Releases
Ran with that dev build and did not see any spurious rotation after multiple SoI changes (I think I did four SoI changes in the mission I ran with the dev build).- 2,647 replies
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- kerbal joint reinforcement
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
billkerbinsky replied to ferram4's topic in KSP1 Mod Releases
Possibly related to this, I've noticed that ships often pick up some spin on crossing an SoI boundary. I think this started after I installed the latest KJR.- 2,647 replies
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
billkerbinsky replied to NecroBones's topic in KSP1 Mod Releases
I was going to say "New Glenn", with 7 x BE4 engines.. (Though the currently available information is that New Glenn will be 7m in diameter. Would match existing practice of SpaceY models being bigger than their real-life inspiration..) -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
billkerbinsky replied to NecroBones's topic in KSP1 Mod Releases
Well, when the obsession comes back, a few large scale boosters have been announced recently, with enough detail that a KSP model would be plausible: Blue Origin's New Glenn and the SpaceX ITS (formerly BFR/BFS).- 966 replies
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
billkerbinsky replied to Firov's topic in KSP1 Mod Releases
How do you actually do this? I installed the 1.7.2 off of SpaceDock and can't get the timer to fire a separatron on a detached stage (I'm trying to replicate the look of soyuz booster separation, where it kicks out at the heel and then lets go at the nose). If I trigger the timer on the pad, the separatron fires after the expected delay. If triggered by staging, it doesn't fire on the separated stage (but the red light goes on on the timer unit). -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
billkerbinsky replied to TriggerAu's topic in KSP1 Mod Releases
Observed the same - esc or F3 causes the window to pop up.