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SteveD80
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Everything posted by SteveD80
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
I am using an nonofficial version in pre 1.2 and noticed a slight issue. The delta-v readout does not account for the new fuel transfer mechanics with radially attached fuel tanks. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
SteveD80 replied to TriggerAu's topic in KSP1 Mod Releases
I am currently using this version, and am sometimes getting crashes when using KAC to switch vessels. Do you want the log file? If so how should I send it? -
[1.1] Navball docking alignment indicator (Community Edition)
SteveD80 replied to Leeman's topic in KSP1 Mod Releases
I just took the original source and recompiled it for 1.2. If I am breaking a licence or forum rule posting this let me know and I'll take it down. https://www.dropbox.com/sh/kw1ci26bf3dia0d/AADK_OlFcJAe_vbDrVjQj-jua?dl=0 -
[1.1] Navball docking alignment indicator (Community Edition)
SteveD80 replied to Leeman's topic in KSP1 Mod Releases
I was able to recompile the source for 1.2 without a problem. I do not know if I am allowed to distribute the dll, but making it was easy. I just followed the mod making tutorials. -
I need to switch out my Radeon for a FirePro V4800. Will it break Kerbal? Sorry if this is in the wrong place.
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Sometimes I will hit [/] and get stuck on a piece of debris in the atmosphere and cannot leave it. I would like it if I could go to the abort mission button and abandon my chunk of debris to suffer its fate without my supervision.
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Instability Issue: I have been building a mining outpost on Minmus. I landed the various modules with plans to connect them with KAS fuel lines. Some of the parts are a bit far away and so I walked until my pipe turned red, backed up and dropped a CB1 Ground Base attached a couple of fuel attachments to it and continued on. I think my longest line had 6 CB1 Ground Bases. I turned on my drills and ISRU's and left to get the next module. When I tried to land half the base exploded. So I was wondering if there is anything I can do to make it more stable; preferably without rearranging my modules.
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Launch altimeter screen/window
SteveD80 replied to Blue5's topic in KSP1 Gameplay Questions and Tutorials
I checked KSPedia before asking almost the same question and it wasn't there. -
To land distance when landing
SteveD80 replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
If you're landing at the runway, stick a rover at either end. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
SteveD80 replied to Nils277's topic in KSP1 Mod Releases
Thanks for the info. I'm pretty sure I met those restrictions. I will set it up again and get a screenshot. -
If we define non-negligible gravity as: If a Kerbal jumps they will land. Can we create a body that is large enough to have gravity and small enough to move?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
SteveD80 replied to Nils277's topic in KSP1 Mod Releases
I'm having issues with the flexible corridor. I built two test rovers similar to what I want to actually use on Minmus. One was a couple of base sections, power and wheels with a corridor on the back. The other was the short 3.75 fuel tank with a hitch hiker container on top and a corridor on the side of the hitch hiker container. Connecting the units seemed to use the same mechanics as KAS. I put an engineer (not sure if it matters in sandbox) next to the corridor on the hitch hiker pod and selected link (I think) and walked him over to the other port. The corridor tail turned red briefly when I went to the ground, but as I moved toward the rover the tail stopped clipping the fuel tank and turned green. It was green when I got to the rover's port. I right clicked and selected link and was told that it was too far/bad angle. What are the limits and requirements to mate flexible corridors? -
So I've got a bunch of rescue missions and was thinking that instead of transferring them to my ship I would use KIS to turn their pod into a vessel. So here's the challenge: Get a rescue mission Send up parts and as many engineers as required to attach them to your rescue target Send your new craft home to Kerbin and complete your mission It must return under its own power Mods not allowed: hyper edit anything that adds engines that are significantly more efficient than stock no config mods to enhance KIS range or part size. No alt-12 cheats Required mods: Kerbal Inventory System (if there's a similar mod let me know and I'll see about making it an option) I would like suggestions on scoring as I do not have much interplanetary experience (probably based on required delta-v) 2x points for life support Bonus points for orbiting extra bodies eg: swing by Duna on your way home from Mun; flybys don't count.
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You're both right. I should have played with it to see if I could save some gas, but there is a good chance that my waiting for an opening was the correct solution. It's not too important the last of my orbital stage will get me into Eve's atmosphere, and my life support supplies seem to have about an extra two thirds of a year knock on wood.
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I know, and someone did the math to show that even if Minmus wasn't it would take forever to deliver the gas to give it 1 delta v, I don't want to rearrange things, I'm just complaining, and wondering if anyone else has issues with Mun constantly getting in the way.
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I really want to move Mun. It is constantly in the way. Why can't I send 10x10^lots of delta v up there and put it in a polar orbit.
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is there a reasonable (other than tech level) circumstance where the 2x3 solar panels are superior to the 1x6's? I believe that either by default or a mod I have installed my progression went single panel -> 2x3 -> 1x6, but for the life of me I can't think of a time when I would have preferred the 2x3's, sometimes I don't see a difference, and sometimes the 1x6's are better, but I have never thought the 2x3 was ideal.
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A couple of additions that I would like to see and imagine others would: drills start/stop science (I believe that one would be a bit more intensive than your examples) close intakes, possibly added to 10 as I believe that it is desirable to have it fire at the same time, although that may not always be the case.
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Delta V on Multiple Engines
SteveD80 replied to SteveD80's topic in KSP1 Gameplay Questions and Tutorials
Thanks, I will run them all most of the time, but it lives at Minmus and running more than 2 terriers there is difficult to control. -
I have a long range reusable lander that has 4 terriers and 1 poodle. Generally I just need either the poodle or 2 terriers, but some maneuvers require all 5. Do I get extra delta-v shutting off unnecessary engines or should I just keep all the thrust unless it is a hindrance?
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I don't, but I'd be more comfortable with additional options in the hopes that if one part fails to function the other won't. I am aware that it is not a guarantee, and that additional parts is not exactly a good thing. I might have. I never deliberately installed it, but something recommended it in CKAN and I have it now. My problem was about a week after 1.1