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Kerbonaut257

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Everything posted by Kerbonaut257

  1. So I was feeling pretty proud of myself for making a 3-man mission to minmus with only the lvl 2 launch pad. Had all sorts of science and crap. Then, upon re-entry of kerbins atmosphere, realized oh shoot no parachute =/ So now I will have to reload, attempt to get into a circular orbit of kerbin (have about 500 dV left after leaving minmus SOI) so I can aerobrake pretty well I think. And then have to send some sort of parachute apparatus to grab onto the ship and bring it home. Alternately send up space for 3 more crew and then bring that down. I love this game!
  2. Do we actually get to watch the launch and circularization and such? Or does it create the vessel and hack it into the proper orbit?
  3. So if Kopernicus is updated to 1.2, does that mean OPN (outer planets mod) works? Or will it need to be updated too? Note: I have no idea how any of this works.
  4. Yeah that's the plan. I just won't be home for like 5 hours and my knowledge is not a patient entity
  5. This mod wins the weekly award for "I didn't know I needed it before I saw it but now I need it more than ever".
  6. Ah. Makes sense. Do you know if that's what precise node was doing? putting the AN at the universal AN? And is there a way to make it NOT do that?
  7. Many people are saying mods that add great functionality, but also add a lot of complexity to the game. As much as I love KER, it's definitely not friendly if you have no idea what any of it means. If it only had ONE readout with a couple super useful informations like AP/PE, vertical speed, and maybe altitude(terrain). But my list would be the mods that are more un-intrusive than anything, but add good functionality. Better Burn Time. This mod requires zero configuration but gives a lot of functionality. Even has an impact time + burn time for when you're landing on other bodies. Trajectories. This mod really helps when you want your spacecraft to actually land at KSC. Also unintrusive, intuitive, and requires no configuration A somewhat simpler version of precise node, available in the right click menu of any maneuver node. The fact that you literally cannot be precise with editing maneuver nodes in the stock game is absurd. You're literally doing rocket science, and can't decide if a node used 90 or 91 dV without playing with sliders for an eternity? And there's no way to see how much of your maneuver vector is prograde/normal/radial. That's silly. I'm sure there's more but I'm at work and those are the only ones I could think of
  8. This would indeed be cool. But as some others have said, entirely unnecessary for stock. Things like knowing dV is infinitely more useful and also not in stock. A wind tunnel isn't TOO hard to simulate anyway. Strap a ton of boosters on it, launch it straight up, and see what happens on the way up & on the way down. Then just revert to editor when done
  9. I'm thinking "deploy when above 70km" would be a better way to put it. It's perfeclty safe to deploy the antenna on the landing pad, but it's about to get very unsafe
  10. I agree that this would be useful in the stock game. Sure there are plenty of mods that address this. But there are plenty of people that will never use mods. And going from Kerbin to Eeloo is a LONG transfer window.
  11. This is great! I love efficiency. And I use precise node all the time to move to AP/PE and the circularize. But now i won't even have to go into the map view to create the node in the first place! Thanks! Quick question. With AN/DN, what's the reference to? Because when I used precise node the other day to go to minmus, I was trying to move the node to the an/dn so that I could turn my orbit to match minmus's, But it didn't put it in the right place at all? I think it was putting the node at the AN/DN of my kerbin-orbit. Not the relative to minmus orbit. So what does your mod do in regards to that issue?
  12. I LOVE THIS MOD! It's basically the new sciencealert when you combine it with biomatic to stop warp over biomes. Anyway, I'm having an issue with some of the DMagic stuff, where your mod thinks that an experiment needs to be run when it already has been. This happens with the magnetometer boom every time. Even though the science has been sent back to KSC, it still thinks I need to run it. Also, would it be possible for it to know about EVA reports and surface samples when it's a manned craft? And finally, what about having your mod "see" the science reports that are in the new science container? That way we can transfer the science into the container and your mod will know that it's in there and won't have those experiments on the list anymore. Thanks again
  13. I don't know enough about what's under the hood to answer one way or another. I would imagine that using the upgrade system might work better with the other mods that modify parts, but apart from that I'm not sure. Would you get NEW functionality by doing this? Like be able to change more than just the stuff that krnd does now?
  14. Perfect thank you so much. I think this mod is perfect for me after all
  15. Okay. Sorry for the dumb question, but I can't access KSP for a while. I've read the description in the OP a couple times but I can't tell exactly what the mod DOES. If I install this mod, will everything work the same way? Parts have the same stats? And EC gets used the same way? And the mod just adds lots of information & control? Or does this fundamentally change the way EC gets used? Thanks for your help!
  16. Hi! Is there a way to use this mod ONLY for the dark side calculations? That is invaluable, but I think I'm okay without the rest of the mod. Is there a way to do that? or no?
  17. Thank you so much for the fast update! I'm so happy that almost all my favorite mods have been updated already!
  18. Is there a way to get KRnD to work with procedural tanks? Because I love using procedural fuel tanks, and I would love even more if I could upgrade them.
  19. I'm already using a pre-release version that seems to be working fine! It may still have some bugs but it's been working for all the standard stuff I'm doing.
  20. So most of my favorite mods have updated to 1.2, and the rest are trickling in. One HUGE problem. There's no good contract packs! Some of my favorites are the SETI pack, the RT pack, and the "giving aircraft a purpose" pack. Also tourism plus was nice. And even science lab mission pack. Anyway, my point is that stock contract packs kinda stink, and especially having remote tech, I need more direction than the stock ones can offer. Are there any contract packs at all that are updated for 1.2 yet?
  21. So can you enlighten me on what exactly autostrut is? Does it work exactly like connecting the COM of the autostrutted part to the COM of the other part with an invisible, massless, dragless, partless strut?
  22. I love the idea of 10m. Someday I hope to make use of it. Maybe taking an entire space-base to eeloo or one of the outer planets mod planets. Or taking a manned mission that will return, PLUS two entire relay satellites, all at the same time.
  23. Does anyone know if this mod works as-is with 1.2? It's okay if not. Just curious.
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