Jump to content

asgkatz

Members
  • Posts

    31
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Looks nice but honestly I can't tell what half the parts are lol. Whats at the top left? with solar attached?
  2. I saw that. Talking about top left part here: Thanks for your response.
  3. Coming back to the mod after a while, I can't seem to find the base Ranger part (was it legs and pioneer module?) that the others attach to. Anyone know where it is?
  4. Excellent explanations guys. I appreciate it. Any thoughts on the second question?
  5. Can someone explain what is happening here that a reverse gravity assist is ending in a higher energy orbit? https://imgur.com/Cr1D5OP Also, from https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Free_Return_Trajectory can someone explain this line: "The aim is for your angular velocity to be as small as possible compared to the planet. This way you won't have enough angular velocity to make a full orbit around Kerbin when you are back in its Zone of Influence."
  6. Couple questions... This may be obvious but are the "automated" drills only different in not requiring a kerbal to operate? Any suggestions for getting hab/home time up on space vessels for a long voyage? I've tried adding a hitchhiker and cupola from USI-LS but its only about 290 days. My only thought is inflatable hab ring but that requires a much bigger rocket and hauling a excrements ton of material kits into space. I realize the tundra inflatable hab can be used as a greenhouse, but the ranger hab seems far superior in base hab time and having a high multiplier (albeit affecting 2 fewer kerbals). Am I missing something as far as usage? Thanks guys
  7. Well i just noticed that there was nothing there. Going back to space center the list was empty as was the archived list. Doing some research I saw this was an issue a while back in KSP (.25 maybe?) and seemed to happen after switching to another vessel in another soi. That's when I realized that both times this had happened to me I had switched vessels shortly before I noticed. I listed all my mods (no contract configurator) and have not edited my save files.
  8. Been having an issue where all my active and archived contracts disappear. Not positive what the trigger is but I have a feeling its related to switching to another craft (where it requires loading). Mods installed: Filter extensions USI Tools Community Resource Pack Extraplanetary Launchpads Firespitter Interstellar fuel switch Raster Prop Monitor Kerbal attachment system Kerbal Inventory system Kerbal Engineer Hyperedit KSP-AVC KSP TOT Connect KW Rocketry KW Rocketry Community Fixes ModuleAnimateEmissive ModuleRCSFX PreciseNode Realchute Stock bug fixes Kerbal Alarm Clock Transfer window planner Tweakscale USI Kolonization
  9. Ok, so just to confirm if I see the wing literally inside of the intake and/or engines, it won't have any negative effects?
  10. Not trying to clip spam here. But I was wondering if being mounted (clipped) in a wing can cause issues with engines or intakes from possible occlusion?
  11. Just to give some more details the engine I was talking about was the " 'Honeybadger' VTOL Atmospheric Engine". Max thrust is set at 15. Anyone have the proper max thrust setting?
  12. So I thought I had this bug just arise out of nowhere. After reading your last post, I think it might have happened when I deleted a mod (crossfeed enabler). Any way to fix when its triggered by add-on removal? Tried putting addon back in, reinstalling KSP. Side note, tried validating files. 1 was missing. Every time I launch game and later try to validate there is again 1 file missing. Does anyone know anything about this or if its related?
  13. Is it ever necessary to have more than one version of the .dll? For example, if a certain mod comes with an older version? Or will it work fine with newest as well?
×
×
  • Create New...