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Everything posted by overkill13

  1. Xenon and oxidizer are fuels in stock KSP. Store them in fuel tanks. Argon is part of Near Future Propulsion as an alternative to xenon. Argon engines have higher thrust but lower ISP than xenon engines of the same size.
  2. If you are using a save from a previous version of KSP you may find that your Kerbal does NOT have a jetpack anymore. The game failed to add jet packs to already deployed Kerbals after you update the game and load an old save.
  3. I'm waiting, but the bug in 1.10 that causes fuel transfers to freeze/fail is really beginning to annoy me. Not sure if the bugs in 1.11 are more of less annoying though. As for mod features, KIS and KAS are still mandatory for me since I use fuel lines and tubes a lot and they aren't part of the construction features in the new version of KSP.
  4. The plasma wave instrument (three rods/antennas), the telescope (white tube with blue horizontal lines to the right) and the magnetometer (girder extension behind the white tube) are three experiments from the DMagic Orbital Science mod. It adds a number of additional science experiments for your sciencing needs.
  5. I've been using it in 1.10 for a couple weeks. Seems to work fine after I deleted the light globe that was hanging up the loading screen.
  6. Community Category Kit, Community Resource Pack and USI Tools are all included with the download.
  7. Looks like they were calculating the ideal orbit for the fastest complete body scan for each scanner, to include altitude and inclination. The Kerbin system is on page two of the thread. There's some reading to be had on the last page, but even I don't entirely understand it, but suffice to say that the speed of the rotation of the planet can be used with an inclined orbit (ie not exactly 90 degrees) to speed up the scans. The last page also notes that some of the data for Minmus might be incorrect or require an altitude correction to collect the last of the scan, and that the charts might have been made before Kerbins rotation was corrected for actual 6 hour days. There is a chart link available on the last page that provides data in tables that are much easier to read.
  8. If you move your maneuver node around so that your trajectory moves in front of where the moon is right now and instead intersects where the moon will be when you get there, the patched conics should show the intercept and will even give you a look at where your orbit will pass around the Mun.
  9. If you have a docking port, or you have researched the Klaw, and you've upgraded the Research and Development centre then yes. You can send another ship up with extra fuel, dock or stick it with the Klaw and transfer the fuel. Alternately, send a ship up, with a Kerbal or use the Kerbal on board the stranded ship if there is one, and the Astronaut Complex upgraded. A Kerbal can EVA out and grab the science, bring it to the pod on the ship with enough fuel to return, and head back to Kerbin. Add extra seats for the stranded crew if any, if you worry about that kind of thing. You can ignore the building upgrades in either scenario if you are playing in Science Mode.
  10. Yes, when you pass the Mun Encounter Marker, you will enter the Mun's SOI. In order to remain there, you are going to need to slow down, otherwise you will exit the Mun's SOI again. You need to burn retrograde at some point, preferably your periapsis around the Mun until you enter a stable orbit. You won't just get "sucked in" because you are traveling too fast and the Mun doesn't have enough mass.
  11. DPAI - Docking Port Alignment Indicator NFA - Near Future Aeronautics MRS - Modular Rocket Systems GC - Global Construction OSE - OSE Workshop SSPX - Stockalike Station Parts Expansion Redux I think SSPX is still used primarily rather than SSPR or SSPxR
  12. Interesting. I never could figure out why all the parts went that way. Didn't really think about the translations.
  13. Any chance you docked with an older space station before heading to the Mun? That might not even be a potential issue, as I don't think these contracts ask for new vessels.
  14. I was going to say. My WBI only has Kerbal Actuators in it, so it shouldn't even have a resource config. I deleted my MM cache just for fun and reinstalled the latest Reconfig and Legacy. I am now enjoying this beautiful mod, issue free again. Thanks a lot Jade. Now I just need to find the two new crew parts so I can mod some Kerbal Health modules onto them. PLEASE don't ever go to the system where part title, manufacturer and description are stored somewhere off site and only called for in the cfg files. That makes modding, for an amateur like me at least, a real PITA.
  15. Give these a look. I did just run the game with previous versions of Reconfig and Legacy, so I might need to upgrade again and upload new MM logs. https://drive.google.com/file/d/1GNNo8x0MEmwfD4aEVH6qz0Bh-aRFm9ny/view?usp=sharing https://drive.google.com/file/d/1OL2heuf0BlbNYdxMj3fhrUbCde5PZ2tP/view?usp=sharing
  16. Hmm... Don't use google drive too often, but I don't remember having to change file sharing permissions. Try this one. Now I remember how much I hate Dropbox... https://drive.google.com/file/d/19e0JDpNbV3WW5ROnEca20sUiqExdY6zc/view?usp=sharing <-- Looks like same one actually, now that I look at it, but permissions were changed. I am using the newest B9PS and I have no issues if I dial back my Reconfig and Legacy to a version for 1.8.1 even while using B9PS 2.16.
  17. My B9 is throwing exceptions. Admittedly I am using KSP 1.8.1. Just upgraded my OPT Legacy and Reconfig. Log below, let me know what's up. https://drive.google.com/file/d/19e0JDpNbV3WW5ROnEca20sUiqExdY6zc/view?usp=sharing
  18. Just to expand of Brikoleur's statement. To save on processing resources KSP will assume that any unfocused ship is producing the same resources in the same quantities forever until you switch to it again, or you get within physics range. This means that if your mining ship/station is producing positive electric charge while mining and/or producing fuel at the exact time you change ships or return to the space centre, then it will assume that the ship/rig continues to do so regardless of the availability of solar power on the night side of a planet or moon.
  19. Since I don't know what your lander looks like, how much is left and what components it has, I can't tell you what you can do with it. Try to roll it over. Try to get it back up in the air and land on the drill and deploy it like a tent spike. Pics would help. You can send a rescue mission and fly it better. You can also just leave them there, they are laughing at your flying skill afterall.
  20. Hit F3 and figure out what overheated. It wasn't the heatshield, because the shield still exists after the explosion, it's just disconnected from the probe. It looks like the large heat shield was shedding heat to the smaller parts and they were unable to deal with it because they are so small. The engine probably has decent heat handling, so I'm banking on that decoupler. What did your first attempt, the one that worked, look like? It might be worth oversizing the probe a bit (1.25m parts), at least a decoupler, but maybe an LV-909 and 1.25m fuel tank too, even if only partially fueled. Another option would be to use the 1.25m to 0.625m adapter tank, either empty or with fuel if you can get it to transfer through the shield to the transfer stage, and put the rest of the rocket on top of it. Edit: For some reason I thought the heat shield had a 1.25m base... Anyhow most of the things still apply, making the parts larger might allow better heat handling. You can actually eliminate the decoupler since that inflatable heatshield has a decoupler built in.
  21. For parts for KIS containers. For building whole ships or parts to dock onto your station. Alternative for building whole ships/dockable modules
  22. Might have been the Flingatron from Modular Rocket Systems.
  23. Since you already raised your apoapsis to slow your orbit relative to your target, you can plan your intercept burn. Place a maneuver node marker. Click on the marker centre, then right click on it. It should collapse into three icons. The red x is a delete marker icon. The other two are next and previous orbit. Click the next orbit button (the one with the plus sign) this will plan the maneuver on the next time you orbit around the planet, rather than the next time you pass the marker. More importantly this will show your closest approach markers (the orange pointers) on the next orbit. Keep adding orbits till they get close together. Right click on the orange marker that shows intercept details, the distance to target and the relative speed difference. Add a few delta-v prograde to the burn and then move the marker around the orbit and find the spot which gets your rendezvous closer together. Add a few more delta v and move the marker to make the rendezvous closer again. Keep doing this until your rendezvous will be within a km or two. I have lots of practice and I use the fine maneuver controls but I like to get mine under 1km before I commit. If the approach distance keeps getting further away, remove all planned burns from the maneuver, add or subtract an orbit and start again. You can do this retrograde, and it might actually use less fuel, but you need to be very aware of your periapsis lest you reenter the atmosphere. Once the maneuver is planned, perform it at the designated time, probably a few hours and a few orbits from now. Then once you are close to the intercept, I usually start maneuvers 1 to 2 minutes before the closest approach, start using some of the other advise that's already posted to move the markers around and line everything up. Trying to do this now (too late) or much too early will burn hellish amounts of fuel, and really mess with your orbit, as I suspect you are already aware. For more advanced fun and reduced fuel use, you can place a maneuver node on your current orbit and a second one later. Plan a small maneuver on your current orbit and advance the second one to see where the intercept will be several orbits later. A smaller burn now could accomplish the same thing you just planned several orbits later. Probably a bit advanced for right now, but keep it in mind when this all becomes second nature. One more advanced technique is to plan a maneuver, advance the orbits till the intercept is close, then point you ship prograde and grab the maneuver node but don't actually add any delta-v to it yet. While dragging it around a little bit start your engine at very low throttle. Dragging the node will allow the intercept to recalculate. If it gets further, point your ship retrograde and try again. Once your approach is really close either leave it or actually plan a maneuver as above to bring the intercept together. Again, be aware of you periapsis whenever you burn/plan retrograde.
  24. For whatever reason, those parts are programmed to add their mass to the parent part rather than the part that is actually attached. Due to this they won't affect the CoM by much unless their parent part is offset.
  25. 1.3 is the main OPT link and upkeep is not being performed on the original OPT because the authors are not around. You need it for the parts and the correct version of Reconfig to modify those parts to work better/correctly in version 1.8.1.
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