asgkatz
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
Looks nice but honestly I can't tell what half the parts are lol. Whats at the top left? with solar attached? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
What's the setup for early colonies now? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
I saw that. Talking about top left part here: Thanks for your response. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
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? -
Reverse Gravity assist results in larger orbit?
asgkatz replied to asgkatz's topic in KSP1 Gameplay Questions and Tutorials
Excellent explanations guys. I appreciate it. Any thoughts on the second question? -
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."
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
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 -
Disappearing Contracts
asgkatz replied to asgkatz's topic in KSP1 Technical Support (PC, modded installs)
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. -
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
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Occlusion on intakes/engines mounted in wings
asgkatz replied to asgkatz's topic in KSP1 Gameplay Questions and Tutorials
Gotcha. What about intakes in the same situation? -
Occlusion on intakes/engines mounted in wings
asgkatz replied to asgkatz's topic in KSP1 Gameplay Questions and Tutorials
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? -
[1.12.x] Freight Transport Technologies [v0.6.0]
asgkatz replied to RoverDude's topic in KSP1 Mod Releases
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? -
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?