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kurgut

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Everything posted by kurgut

  1. thumbs up !(out of like for today..)
  2. When pivoting lights, the light effect doesn't change direction accordingly, restock issue? (not the best screenshot, but you got me) here in reversed rotation, light effect still the same
  3. Seems no, Here it is in case Gonna grab it then, thanks I can't find his fork on github, do you have any kind of link to it? @peteletroll
  4. Hi @Kobymaru , Is there a way so I can see the predicted trajectory after staging, since most of the time, i've got something like reentry pod+service module/engine I decouple before reentry, then the predictions change slightly. Is that possible, or do I need to eyeball it? Thanks
  5. Hi @peteletroll , I've got some trouble with dock rotate on 1.6.1, when I rotate my docked ports, just after the rotation, they reset to the position they were first.. Both ports have rotation enabled I've got KJR (recompile), and restock mod (changes stock texture, so docking ports textures are changed, but not how they behave/work) Any idea? Thanks
  6. crap, ty, just forgot to tweak again vens cfg stuff.. Yes, I use Ven's only for solar panels which I like more (but shhht!)
  7. With this update, I'm not able anymore to switch between the different service bays variant, is it known around? Just screenshoted in VAB
  8. ye, restock + download link on spacedock gives you restock instead. And gj on update @NerteaIt's fine on Github tho
  9. No^^ It's just the mk2 lander (and btw, I noticed today is has doors! still discoerving ksp after 1.3 lol). So I opened the doors in the VAB, and stack in some external seats, and that's it!
  10. Today, I've found a solution to avoid me installing mods for landers: presenting the mk2 lander can evolved Totally Kraken safe Bringing the crew capacity up to 8! With now, so much room and comfort for the brave crew... Other variants available of course, please order to @RockoStrutOrbitalScrap.Kerb
  11. Thanks, will try this (also, this issue doens't appear all the time btw)
  12. Thanks, nah, didn't touch them, (and they're still in .dds, just checked it)
  13. For restock + Suggestion: Increase the general engine sound volume (don't have an exhaustive list, but I noticed that a quite a few of them). The engines sounds are pretty lower than the stocks ones. Edit: I've got real plume tho* (don't know if it mess with sounds) Doing some tests right now: ----> Sound is low only for solid boosters, and for Lv-303 so far
  14. Hi @shaw, Is that a texture replacer issue? (I use default texture replacer for kerbal skins) Thanks!
  15. No, In all my attempts the craft was oriented retrograde of course. Yes, they're some realchutes (radial), but the actual real chute parts, not stock (using for a while, so don't think it's this). Anyway, I did like 10 reentry tests, and it wan't nominal. But I'll test further before considering this as an issue, with just a command pod heatshield/ with a shuttle/etc (reentry profiles I know), to see if there's really a difference.
  16. Allright, so Restock comes with all its own plumes then? I could get rid of real plume I guess then
  17. Is it just a feeling or the parts drag is lowered? Because I'm doing a simple reentry now, with some mk1 command pod/fuel tank/terrier (tried multiple times), and I end up flying at > 1300 m/s at 11km high with fairly nominal reentry profile ( should be way lower, also, high altitude drag seems lowered by a lot too..) .. Any clue ? (stock aero, no Far and such)
  18. Little detail, the lv-909 terrier, is off by a bit so the plume exhaust "through" the nozzle.
  19. Hi, I've got an issue with a mod that use stock model (seti probe parts). When restock is installed, those parts can't load, I guess because the model is deleted/changed? Any clue how could I fix that? Thanks
  20. Hi, this is truly awesome!! love it Question tho, if I want to stick with Vens Stock revamp solar panels, if I delete the " restock-solarpanels" cfg in restock/patches/electrical, should be fine right? Thanks!
  21. Part 1 from Launch to Eve things ! Standing by to launch: Liftoff ! Boosters sep Upper/transfer stage finishing: And orbit ! Now let's plot our ejection burn: Not optimal, 1092 m/s departure, could be done with almost less than 1000 Dv with some multi moon flybies, but heh, good enough! Here the Eve arrival date is critical, otherwize my later flybies to Kerbin would be impossible (eg. flyby under atmosphere, or huuge DSM before getting to Jool) Burn! The resultant trajectory, after the burn, now let's wait to be in Kerbol SOI to make our first payload sep, as our first DSMs (Deep Sapce Maneuver) First sats released! Here you can kinda see better: The four little ones on the left are all the same, and are for Duna and Eve (and their moons), on the right, it's the sat for Moho. (for ease, I named each sats with the planet name it'll orbit + K (Evok, Dunaak, etc), the carrier stage is named Satzall (first name i put in Vab, lazy to change). This will be the biggest payload separation of the mission, as they all use the Eve slingshot in a specific way. Now we can start doing the fine tuning tricky things. Here we are, about 100 days later, just after the DSM is done for Satzall, we can see the nice Kerbin encounter after the pass. My Pe at Eve will be around 600 km, not bad, means we're more or less in time. Here (below) Evook, I already plan the minimum insertion burn possible, since I'll have to capture with Gillyyk, about 1 min later. (also, one more self added rule was to have the sats as much as possible in polar orbits) Doing same thing for Gillyyk, but I also set the orbit for the Gilly encounter (making Ascending node match with my Pe) Now for Duna sats: it's really the best flyby I could from it (balance between our relative inclination to Duna after leaving Eve, and the Sun Ap). But to be able to encounter Duna, I will still need to raise raise my Ap to Duna Orbit, match planes with Duna, and also, raise a bit my Pe to avoid encountering Eve again, that would completly mess my orbit (which happened to me in a past attempt^^) ! Obviously, trying to do the same thing for Ikiik: For Moho, we need set the flyby so we encounter Eve again later, this allow to slow us down, and almost reach Moho orbital path for free. As you can see, the resultant orbit after Eve pass looks almost like Messenger one, at the only " little" difference that I'm not at all in a good Eve-Moho launch window, which will dramatically increase the Dv needed for insertion at Moho. (you can see the upcoming encounter in ~100 days, and the other one in ~360 days) We're finally done for this part! All maneuvers are done, now just have to let gravity do the work for us! And 100 days after all those maneuvers (so 200 days after Kerbin departure), Eve encounter! Aren't those orbital lines beautiful? Next: Eve sats insertion, and continuing the mission further.
  22. Hi @Arrowstar , I was wondering if there is a "simple" method (I mean by that simplier than my guess and try etc method) to plot K-E-K-K-J windows, as I like to use them in career, as J-K-E-K for the return from Jool. My current method is to find a K-Jool window, where the departure date matches exactly with the 2nd Kerbin flyby date of a K-E-K-K mission, and this finally gives me my K-E-K-K-J. Maybe it's because I don't know precisely about the good planets positions relative to each other, so I loose lot of time trying with all search dates possible. And maybe I missed a Tot feature too? Thanks ! btw: just manage to do a mission where I launch sats from LKO to every planets/moons in one ejection burn, thanks to Tot in great part! https://imgur.com/a/ogUlZKJ
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