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Everything posted by Maltman
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I've been playing RP-0 and RSS with some other mods like kerbal konstruction time. It was really exciting to do a lot of the cool historical rocket stuff and I enjoyed the challenge. But I don't know if it is the Avionics system with the weights or what. But I kept getting glitches wherein my staging, RCS, and SAS controls would get stuck for no reason, even though I was beneath the avionic control weight and all that. That coupled with the fact that Kerbal Konstruction time wasn't properly disabling partfailures and remote tech drove me batty. I'm going back to stock for now. Also I never got a real plume! I don't know if it's cause I never used solid fuel boosters or what. I installed most all of the mods through CKAN so I can't imagine what went wrong. I got to launching my first satellite into space. I had a vehicle with enough Delta V and with bad ass german colored tanks. But the bugs ended my career forever. It was amazing though to be able to make a lot of the historical rockets. I was even googling their wickipedia articles to get the dimensions to learn how to build them. So cool.
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Feature Request: A button, perhaps between Reset Warp Rates and Reset Body Altitude Limits, which sets all altitude limits to 0. The reason is that I often have to manually insert 0 into all of the altitude limits, for example when I am orbiting low on minmus and trying to do a rendezvous. I think it would be more convenient to just have a button which sets them all to zero automatically, for all planets or just for the one selected even. Thank you.
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[1.2] Kerbal Kommander: a new way to play KSP
Maltman replied to gagarinekerman's topic in KSP1 Mod Releases
This is so cool I am having a great time with your ships- 275 replies
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Orbital Rendezvous Theory question
Maltman replied to Maltman's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys I appreciate the answers. Can you give me an example of the type of maths required for the problem?because I am having trouble understanding the application of them. Let me give you an example Two orbits of Kerbin. Both periapsis at the exact same point at say 100km. Both craft have perfectly circular orbits that are exactly the same. However the craft are 10° apart with the second craft in front of the first. So what does the apoapsis of the second craft need to be in order for those 10° to be closed and for a perfect rendezvous on the next passing of the periapsos? Also is there a magical tutorial that explains all this somewhere? -
So imagine two spacecraft orbiting kerbin have the same periapsis at the exact same point. One of the craft has a circular orbit. The second craft has an elliptical one. Is there a way to calculate the change in angle between the two crafts relative positions at each passing using only the second crafts apoapsis in contrast to the first crafts(since their periapsis are the same)??
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One interesting thing I noticed is that when I'm doing interplanetary stuff like my last mission to tylo. And I those very precise orbits and I slam the on rails auto warp via kac or tc. Sometimes it throws my orbit off and I don't get my encounter. And when I try to warp manually then it works ok. Doesn't always happen though. I found that quicksave is your best friend on going to joolian system
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This is so much better then the previous version. It even seems to warp much more efficiently. I love that the physics can go down to 13% now. I never find myself not physic warping fast enough Would it be possible for one to hypothetically add a setting to this mod which warps to desired time instantly? I mean instead of how it is now with the automatic warp throttling as you get closer to your desired time.
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Thanks. I saw this on Ckan. Ill download the ignition limiter
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I accept some contracts at the mission control. When I exit it to the space center, I check the contract window and I still have them. But when I go to the VAB they disappear. I go back to mission control and I have no active contracts. And in the contract archive it doesn't show any to be active, completed, cancelled, or declined. Edit:Its not just the VAB. It's with any scene change. I've got a bunch of contract mods. Here is my list of mods: https://goo.gl/photos/8GSRztftBFK9vSDf9 https://goo.gl/photos/zARBUmMQAzbfZ9gc9 Troubleshooting: 1 I removed contract configurator and all of the contract mods. Still problem. 2 I removed Unmanned before Manned, QuickContracts, and WaypointManager. Still problem I downloaded the CapCom mod as a temporary fix so that I could still do contracts. The strange thing is that when I am in the VAB all the contracts in the CapCom disappear as well and I can't accept any. Luckily though on the launch pad I get them all back again.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Maltman replied to pizzaoverhead's topic in KSP1 Mod Releases
Im very excited about this mod. I downloaded the version you have posted but I don't understand how to get it to work with the settings.config. I'm very excited about the new release- 779 replies
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Wow this is beyond all of my expectations and them some. You sir are an internet god. I'm going to name a flag after you. Thank you.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Maltman replied to RoverDude's topic in KSP1 Mod Releases
That's hot Filigan. I'm loving mod so far. Thanks for making it. The sense of humor in the science descriptions and part descriptions is awesome. Especially when I tried to do all the science experiments on the launch pad -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Maltman replied to sirkut's topic in KSP1 Mod Releases
That looks awesome -
I used BettertimeWarp today for awhile. It works pretty well. But the fact that TimeControl allows you to warp time while accelerating has me hooked. I don't know of any other way to accelerate with time compression in the game. I know there is a mod called persistent thrust by mrsolarsail. However, I have never gotten this to work. I am lucky that I have an installation of 1.1.2 in which TimeControl works great. I'll just keep playing that for now no hurries. By the way, does anyone know if there is a way to get older version of KSP? I mean if I accidentally updated my 1.1.2 installation would I be up a creek without a paddle?
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There's other nice "Hardcore" and unforgiving mod which turn space from a playground into a merciless, unforgiving, colder than a witch's bird, hellzone. Orbital Decay by Whitecat106, Deadly Reentry by Starwaster,
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Thank you, you have no idea how much this helps my enjoyment of KSP
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Love the attention to detail. I would download it.
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What is this mod? I've looked at it on ckan space sock and now here but I have no idea what it is even though I am interested in it. Can you make a description please?
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Do you play career mode and are also a masochist. Then this is right for you. I've been playing around with an idea for a Punisher mod in my head since I have been using Kernel Construction Time. I love that mod but I noticed that there is not much reason to worry about the construction times at all since there is no reason to budget in game time (unless you have a life support mod) So I want to make a simple mod that will make time management a necessity in career mode by subtracting a percentage of your space programs funds every week. Anyone reading this thread, please let me know if anything like this already exists or existed in a previous version. I also appreciate people letting me know if anyone else would be interested in this besides me. Also, you experienced modders out there, what would a mod like this require? It wouldn't add any parts or anything it would just be super compact and simple. Maybe with a basic gui for the space center. This would be my first mod, something I'm excited about.
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Landed on minmus successfully for a rescue mission. Brought along eccentric billionaire Tito Kerman for an extra 100k from a tourist mission. Whole rig was a 25ton payload and I till have fuel left to go to the Mun and plant a flag, I think, as long as I am careful. It's all been a cakewalk so far except almost tipping over on the Minmus landing like six times.