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Everything posted by Moiety
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Ha, I had something similar when I did Venera 7. Everything went pretty smooth until the landing, one of the legs broke and the craft toppled on its side. After I read up on the mission afterwards I learned that the real Venera 7 also fell over .
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Maybe I should just install KIS…. So, this would be separate parts that you can 'dock' together?
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When folded, would it be possible to launch the module with it without having a 4m ⨉ 4m fairing? If so, I’d prefer that as I play without KIS.
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Nothing on Earth, but out in space, you might need it .
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Moiety replied to NecroBones's topic in KSP1 Mod Releases
There seems to be a problem with the shrouds when certain engines are attached. I'm not exactly sure which engines are affected, and whether this is a problem with that particular engine or with FTP. I've only encountered this issue after a restart of the game. It seems the attach-point is off or something: The engine still works and all, but it does create quite the visual mess. The engine used in the screenshot is MPR-5 from RLA_stockalike. Additionally: vessel info directly from the safe file. Aside from a more permanent fix, is there a way to fix this in the save-file? Mods that may affect this: - TweakScale Edit: I was able to 'fix' this by editing the jettison state of the shrouds: MODULE { name = ModuleJettison isEnabled = True isJettisoned = False # change this to True shroudHideOverride = False stagingEnabled = True -
I’m not aware of a full list of parts on show anywhere, but I used quite a bit of them in this post. @CaptKordite has a Flickr album with even more parts on show. Hope this helps.
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@Beale, you’re too good for us . This solves the clipping probe cores under the docking port in a more elegant way.
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Oh my goodness MIR solar panels unfolding and then folding again, indefinitely! (6 MB)
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That’s the smoothest and coolest animation I’ve seen in KSP, niftily done sir. Are they retractable? Because I need to play that over and over again.
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That explains why I couldn’t find the 1x4 panels . Thank you .
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Thanks @Beale Those solar panels looks really promising. Question, which solar panels should I use on the Soyuz capsules. It used to be Tantares.Solar.C (IIRC) but those are no longer with us. Oh, I’m also working on TAC LS support, will make a pull request once it’s a bit more balanced.
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Humble beginnings After a lot of stability issues I picked up KSP again with the new Tantares. I follow Historical Progression in a career save. This is my (very incorrect) interpretation of Salyut 1 and Soyuz 11: Completed station with a core module, science lab, a Soyuz space craft, and a tug for moving parts around. Launch day, a N11 rocket houses the Salyut 1 space station core. We have lift-off! The N11 midway through its gravity turn at around 40 KM altitude. Separation of the first stage and ignition of the second stage. At an altitude of 50 KM it’s time to loose the fairing, we can finally see the station, you can also make out the first stage falling back in the background. At an altitude of 250 KM (our final orbital height) we ditch the second stage and go at it on our own. Two little, but quite powerful engines propel the station core into a circular orbit. Once circularisation is done, it’s time to unfold the solar panels. They unfold just in time to wave at KSC down below. We need to science Launch of the DPV science module (in memory of Dobrovolsky, Patsayev, and Volkov) After separation of the first stage and fairings, the tug and DPV science module are revealed. Coming up over the Salyut 1. We carefully manoeuvre the DPV science module to Salyut 1’s aft docking node. Docked! Soyuz 11 coming up over Salyut 1. Closing in on one of the front docking nodes. Soyuz 11’s shadow visible on Salyut 1’s solar panels and core module. Successfully docked. End result, for now, we moved the tug to one of the front nodes to make way for another Soyuz craft.
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Moiety replied to pap1723's topic in KSP1 Mod Releases
Excellent update, thanks @pap1723! -
I’m powerless for your solar panel less station! Oeh! *add to cart*
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[1.2.2] Contract Pack: Historical Progression (v1.5 - 4/24/2017)
Moiety replied to pap1723's topic in KSP1 Mod Releases
I would say you’re not getting the contract because your reputation is at -75 (how did you achieve that?) and Sputnik 1 is an exceptional level contract. You’ll notice that it says you can have a maximum of 0 exceptional level contracts (it’s marked in orange).- 161 replies
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Seems I have KSP running again . Will have a look at all the new glorious parts this week.
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I think that’s what @tjsnh is talking about. If not, I could have a look as I play in stock size too. Another way is to put less fuel in the tank.
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My game keeps crashing
Moiety replied to Haz-Man17's topic in KSP1 Technical Support (PC, modded installs)
Do you run this on Windows 10? Also, could you provide a list of all your mods? I have the same issue under Windows 10. Same mod list runs fine on macOS. For what it’s worth, vanilla KSP runs fine for me so it must be something to do with the mods. -
Yeah that makes sense, never forget about orbital decay! Which is easy to do since it’s not in KSP. At what altitude are you de-orbiting? 150-250 M/s Δv should be more than enough from say a 250 KM orbit.
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Wouldn’t it make more sense to jettison after the de-orbit burn? Or are there just tons and tons of orbital modules orbiting the Earth? Not originally no. And thank you so much for putting Tantares on GitHub! Hope the transition went off without a hitch. I’ll check this out once I get KSP working on my new PC. It worked for about 5 minutes but now it just crashes every time I load it. After playing with 50 fps on Windows, I can’t really go back to the 20 fps I got on my MBP. Need to fix this .
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When are you getting to the Danes . Looks good anyway :).
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I second that, usually only able to start a gravity turn around 20 KM.
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