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maja
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Everything posted by maja
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
maja replied to RoverDude's topic in KSP1 Mod Releases
Example of a starter base assembled with a help of KAS. That little yellow bug is the helper rover with two PAL magnets to eliminate need for more Kerbals to lift heavy parts. It's a little bit of a hack, I know, but it's my game and my rules As you can see, I ship a vessel with prefabricated modules packed in such a way, that it's stable to fly (I was using MJ for that pinpoint landing near first base, to be honest). On site I just park PAL helper rover near by and then start to build new base from that prefabs. -
That item must be a part of a vessel/rover. What I know, KAS magnet does not make that type of an attachement. You need a docking port, a claw or attach it with a wrench or a screwdriver.
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Yes, I'm taking inspiration from other mods
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As was mentioned, Hyperedit don't move unloaded vessels. I'm moving and rotating vessel before physics catch up during a scene change. There is still a minor issue regarding to much rotation during correction, so usually some wheel colides with the ground.
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@Sokol_323 Don't worry, I have a fix coming. I'm a little bit busy right know, because I'm spending the rest of my free time in a gym training to achieve another technical level next week. So it's work, family, gym and sleep to regenerate and heal bruises and a little bit of a time to fix that rover positioning which changes with every new KSP update
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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]
maja replied to JadeOfMaar's topic in KSP1 Mod Releases
Do not speak! Listen! You do not have more than this one chance! I represent the entire Guild in this matter! Our navigators warn you that spice production is in great danger! A new Fremen leader, Muad'dib, has stopped spice mining on Arrakis! Our navigators suggest he is not of Arrakis. No one on the outside world has been able to see him. We do not know who he is. The Harkonnens cannot stop him. Remedy the situation! Restore spice production, or you will live out your life in a pain amplifier!- 101 replies
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- dune
- no worms sorry
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(and 1 more)
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Follow this thread and wait for it. Unread followed posts is a mighty spell
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[1.12.x] Toolbar Controller (for modders)
maja replied to linuxgurugamer's topic in KSP1 Mod Releases
As I understand it, you don't need Blizzy Toolbar. If you don't have it, than stock toolbar is used. This is only a warning, that if you use this version of Controller and are using Blizzy Toolbar, then you need the latest version. Edit: ninja'd -
Hi @UomoCapra, can you elaborate on this one? What was improved exactly?
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Orbital mechanics question
maja replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I'm glad to hear that. The Hohmann transfer part of this sheet shows you dV required to transfer from one circular orbit to another with dV for both burns. The first burn at Pe to setup transfer orbit and the second one at Ap to circularize. -
Orbital mechanics question
maja replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
@Victor3 A little correction. I tested it and I included both apoapses changes in inclination calculations already, so look only on inclination part of the sheet. It was a long time when I played KSP and used this, so I made a wrong assumption now and then wondered, why I'm getting wrong results It's better to do that AP change and then inclination change. -
Orbital mechanics question
maja replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Here it is: https://docs.google.com/spreadsheets/d/13Ov2VIV5kecHZGJ-rqd681oONBZhA35DItFOaQq8Nsk/edit?usp=sharing Make a copy of it, when you will be editing it. -
Orbital mechanics question
maja replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
@Victor3 My spreadsheet with Hohmann transfer and inclination change calculations says, that it will be better to bruteforce it. Changing apoapsis from this low orbit, then inclination and then apoapsis again sums into bigger dV, than changing inclination right away. Edit: I forgot, that I have both AP changes in inclination calculations already included. Result is, it's better to raise AP and then do inclinitation change for changes bigger then 45 degrees. -
Just heads-up for all of you, who are waiting for a burried rover fix. I'm waiting for the new KSP update, which will most likely happen this week. It's a little bit hectic this month, but I hope that BV update will be soon after KSP one.
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how to get this into orbit.
maja replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
This is from KSP 1.3.1. I didn't tested it in the latest version yet, but it was freaking a little bit back then. The solution is to deploy legs before landing and have them as wide as possible. It's better on the Mun then on the Kerbin. -
You have a fairly generous definition of the term "nearly identical"
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how to get this into orbit.
maja replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Try it. I'm able to assemble entire base with KAS, USI Konstruction and one Kerbal. When you learn how to do it, then it's fun. Look at this: https://imgur.com/a/Mm0HG -
how to get this into orbit.
maja replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Can't you use KAS/KIS to attach the crane to the body when it's landed on the Mun? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
maja replied to nightingale's topic in KSP1 Mod Releases
It's probably a good idea to resolve those errors- 5,225 replies
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Both and one arm
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[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
maja replied to RealGecko's topic in KSP1 Mod Releases
Then shutdown the module There is the button in the context menu of the BV controller part or a pod which supports BV. Please move further discussion to the new thread. This one will be closed. https://forum.kerbalspaceprogram.com/index.php?/topic/172447-ksp-141-bon-voyage-make-your-wheels-rolling-0133-2018-03-14/