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ibanix

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Everything posted by ibanix

  1. On the other hand, even a tiny amount of monoprop and some RCS can make close orbital manuevers for docking much, MUCH easier. If you have a tiny craft it may not be worth it, but for a larger craft the control can be exceptionally useful.
  2. If you're not keen on doing all the math out by hand, also note that mods like KER and MechJeb can figure these out for you; either while building in the VAB?SPH, or in-flight.
  3. This problem is more visible when in physical time warp, but it is indeed present. I'm guessing that what @Stoney3K is correct, and there is a need to tweak the variables of the those modes. I'm guessing it's based on a PIC controller, but a Squad dev would know best.
  4. The KBPS modules are all of roughly the same form-factor, which is a big selling point of the mod (everything looks really nice), so either similar mass in the same size, or reduced output at smaller mass. Is there a general suggestion for mass to output, or just scale it linear based on mass?
  5. They're not so great, I mainly made KBPS form-factor versions of the MEU-250, -500 and -700 drills, as well as containers for those resources. I need to make KBPS form-factor versions of the Regolith Sifter, Fabrication Module, Mobile Refinery, and Nuclear Fuel processor.
  6. Well, now I'm afraid to post my patches that I made, which created UKS-compatible parts for KBPS....
  7. Eagerly awaiting the 1.1 release of this
  8. The planner lists departure right after you run it, eg: Departure Year 1, day 236 at 4:19:12
  9. Use -popupwindow with game setting of fullscreen = false. This works for me (Windows 10).
  10. The landing legs ('struts' is used by most players to mean the struts that hold ships together) may be causing excess drag. Try adding additional wings, reaction wheels, or RCS (in that order) to better control your heading.
  11. Ion Engines with the maneuver node splitter mod may be your best bet.
  12. Well, you're going to have to define 'opposition class' first, or no one will be able to answer you. 1) See: http://alexmoon.github.io/ksp 2) See: http://alexmoon.github.io/ksp
  13. Is there a down-vote button? Because I'd like to vote this down. People who have worked in the industry, and you know, actually have a clue, know that memory leaks exist, and what they are. Maybe you should go back to the Navy for an attitude adjustment?
  14. Derp. I forgot I had even done that. I was trying to figure out how mark a bunch of science as completed. Is there an 'undo' on that?
  15. Here you go: https://drive.google.com/file/d/0B4Rt7Cyo760PUW1ZMjlpZXdkR00/
  16. I use separatrons, but they feel like a hack. It's too bad that that multi-connect decopulers don't work when multi-port docking ports do (well, at least some of the time...).
  17. Cross mod bug report: The X7200 Fuel Tank from Kerbal Planetary Base Systems is not configurable, and when empty seems to have anti-gravity; it just floats up up and away...
  18. I'm having another issue too, where every planet Program strategy is unavailable to me; every one shows the 'Must no have performed a crewed fly-by of X' in the red.
  19. I was thinking about this myself, and I was surprised to find that there are no mods to skip a bunch of the early career grind. Something that would complete all the science on body X (at some % of return value),and clear the early "launch a ship to orbit" contracts, would be great.
  20. For particularly huge tanks (3.75m ones), I sometimes find myself wanting to attach to the base object via more than one of the Hydraulic Detachment Manifolds. Is this actually possible? If so, how? Thanks.
  21. ^ What he said. The Docking Port Alignment indicator mod is mandatory for me.
  22. I seem to be able to repeat the Minmus Probe strategy over and over on the current version...
  23. Suggestion: Given the difficulty in encountering Moho, I would suggest that the Moho Probes/Program give better rewards than Duna.
  24. I just set mine to "death" (for supplies). I figure I've got enough time to see the problem, and if I get that far and can't deal with losing Kerbals, I can reload or cheat. By the way, not trying to hijack the thread, but I discovered a mod with USI-LS support today that I absolutely love: Kerbal Planetary Base Systems. If you're looking for a really nice looking way to build bases, this may be your solution.
  25. The day issue bites again. On wiki pages I am trying to either use hours, or write "Kerbin-days".
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