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Tyko

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Everything posted by Tyko

  1. Is there an easy way to install Porkjets new models? I didn't see a readme or anything in the ZIP folder. EDIT - you drop the entire unzipped folder into GameData Also, where do I find the pre-release on the KSP store? EDIT - This is on the Store Page near the bottom Thanks!
  2. hmmm..I guess I'll reserve my final opinion for when I try it. It sure feels like a miss though. You're going to be zooming in/out or scrolling a lot in such a small viewer.
  3. I haven't been able to figure out if that map window is expandable. Would be a waste to view only through a postage stamp sized viewer when I have a 27" monitor. Can anyone confirm if it's resizable?
  4. Yep, but 1.2 is feature locked now which means your suggestion won't make it into the current build. I was simply providing some information to help you out in case you actually wanted to get a solution in the near term.
  5. Building on what @78stonewobble said...and tying in another thread about many players never going further than Minmus. A system that includes a limited amount of LS by default in all capsules - say enough for a quick trip to Minmus and back - but requires more planning for extended lunar stays or longer missions would kind of fit the bill for me. Players who are just exploring the area around Kerbin would be covered, but once someone was experienced enough to want bigger challenges they'd find the need for life support layered on. This keeps the learning curve for new players from getting steeper and offers a way for the challenge to grow. Currently it's not really much more complicated to get to Duna or Laythe than it is to get to Minmus. You need more time and more DeltaV, but the essential challenges are the same. This would change that @RoverDude kind of tackles this in USI LS already. With a bit of tweaking I think it would work really well.
  6. Portrait Stats mod by DMagic helps with this. When you hover over a portrait,the section of the ship that the kerbal resides in is highlighted.
  7. I think the big reason rovers aren't more useful right now is because the game was built around making manned (kerballed) spaceflight simple. Kerbals don't add any weight to a ship, their consumables don't weigh anything and they can sit happily in a single seat capsule for years. Because it's relatively easy to send kerbals, there are less incentives to send rovers. I'm not saying it should be changed, but, if life support and crew comfort were concerns we had to deal with I think that rovers would be a more viable alternative for many missions - just like they are in real life.
  8. You can edit the mod itself so it leaves the stock cupola instead...I'll see if I can track down how I did that. Here's the line you have to get rid of to remove the cupola https://github.com/VenVen/Stock-Revamp/blob/master/GameData/VenStockRevamp/PathPatches/Command-PathPatches.cfg#L9
  9. Wow, thanks for much for taking the time to break all of that out for me...Also for the tip on evaluating mods after I install them. I seem to have solved the problem with the NaN errors. that was likely because I had some solar panels from Vens Stock Revamp and then removed the mod because I was streamlining. A number of other errors seem to be related to mods I'd tried out and then removed - like the Universal Storage line - I'm not even using that mod. It must have left something in the game after I removed the mod. I'll have to do some housecleaning. Thanks again
  10. Thanks for confirming. I'm actually on my way to Duna now and you just saved me some trial and error.. That said, I've kind of settled on 150K orbits for motherships/bases where docking maneuvers are common. It offers plenty of room for low / fast orbits and keeping it consistent means it's a lot easier to remember
  11. Mac over Console because Mods - they still work on mac despite what some people have said earlier in this thread Keyboard - the game really needs more inputs than you can get on a console controller. It'll work on a console, but having all the extra keys makes it a lot easier to play. Heating issues. Make sure you have good airflow around the machine and possibly get a cooling stand of some sort. Macs are well engineered, but the designs favor slim design and playing a game that really taxes the processor for hours will push the envelope. It's also summer right now, don't know if you live in a hot climate or have air conditioning, but that could be a factor too. if your room temp is high and you don't have good airflow around the machine you're kind of making it tough for any computer.
  12. Here you go: https://en.wikipedia.org/wiki/Roll_program During the launch of a space shuttle, the roll program was simultaneously accompanied by a pitch maneuver and yaw maneuver.[2] The roll program occurred during a shuttle launch for the following reasons: To place the shuttle in a heads down position Increasing the mass that can be carried into orbit Increasing the orbital altitude Simplifying the trajectory of a possible Return to Launch site abort maneuver Improving radio line-of-sight propagation Orienting the shuttle more parallel toward the ground with the nose to the east I'd also read that the launch profile keeps the 3G of force in a downward orientation relative to the crew so they're not experiencing negative G forces during launch
  13. I'll narrow it to 2 mods that will really help when your first launching rockets around Kerbin. Others have provided some great suggestions that you might want to layer on after you've gotten the basics down, but these two really opened up the world of KSP for me. Kerbal Engineer Redux - it provides a ton of info that help you to learn to build and fly more effective ships. The DeltaV calculator alone makes this worth your time Precise Maneuver - using the default maneuver node tools is pretty fiddly and tough to control. Using Precise Maneuver will give you much finer controls over your maneuver planning and also makes it easy to play around with different options and see what works.
  14. From NASA.gov Jerry from London (UK): Why does the shuttle rotate through its axis immediately after take off and how is it achieved? Leinbach: Well, we need to rotate the shuttle through its axis to get on the proper azimuth for the launch inclination itself. If you look at the launch pad out by the Atlantic Ocean, it's in a due north/south orientation. So if we didn't roll right after lift-off, the orbiter would be going due east. We don't like that. We need to align the orbiter with the International Space Station inclination. So, after lift off we have to roll to achieve that heading as the orbiter continues through ascent. It's achieved by gimbling the main engines itself – the three SSME – the main engines – and also by gimbling the two solid rocket booster nozzles to achieve that roll profile.
  15. I like this idea. I'd even suggest that monoliths be replaced with Points of Interest - Earth analogs would be: Old Faithful geyser, Grand Canyon, Great Barrier Reef, Mount Everest, Victoria Falls, Paracutin Volcano, Salt Flats...etc etc...
  16. hmmm..it's not KAS either? I've never had MKS, but I was using LITE. I'll check on that. Thanks!
  17. Just this weekend I noticed that I can't right click and destroy parts anymore. Is this a change to the Mod or am I experiencing a bug? I've made sure I have an electric screwdriver equipped. I can't think of anything else I've changed that my cause the destroy part option to go away. Thanks!
  18. haha...I just saw that. Thanks for responding
  19. I tried sorting by ship, but it doesn't seem to do anything. I'll try again. Also, it would be really helpful if I could click on the tank on the ship and have it highlighted in the window. I'm learning to cut back on having a dozen cool looking radial tanks, still I'll have a bunch of the same tank across a base/docked ship and if I could click on the tank I see and have it highlighted it would help a lot Thanks again for all the work
  20. I'm getting messages such as "you have extracted 50% Zaltonic Electronics ore". I'm getting this while mining on Minmus and the numbers are going up quickly from 25 to 50 to 75% in just a few hours. What do the messages mean? I thought (stock) mining on moons was unlimited?
  21. I kind of like the high-value, but heavy and harder to use experiments - Surface Sample, Goo and Material Bay. They give me something to work on and pay back quite a bit of science. it's a nice counterpoint to the transmittable science experiments and give me additional mission parameters to plan for.
  22. understood...is there a way to use the Navball and Maneuver Nodes to plot a constant acceleration course? The OP had asked about it, but I'd been wondering the same thing too...say for instance you wanted to make a speed run where a ship had enough DeltaV and wanted to run at 1G acceleration for the entire trip. Accelerate at 1G, turnover at the halfway point and decelerate at 1G to your destination. @UmbralRaptor mentioned 10-33 hours from Kerbin to Duna. I'm asking if you could use built in tools to plot that course.
  23. The OP was regarding the "fastest" without DeltaV limits. I think it's more about how to plot the course that utilizes constant acceleration.
  24. Well, the shortest distance between two points is a straight line. So, if you can calculate where Duna will be when you complete your Burn>Turnover>Burn and point right at that point, it should be the fastest (waiting for a physics / orbital mechanics guy to tell me I'm dead wrong )
  25. Is there a way using the Navball and Maneuver Nodes to chart a course for a constant acceleration burn - where you accelerate to the halfway (turnover) point and then flip and decelerate the other half. I don't think that just burning towards the target indicator on the navball is really the best because you're always burning towards where it is, not where it will be.
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