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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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It wouldn't, not for this type of thing if no one has previously found it. If you provide your log file I'd imagine we could take some pretty educated guesses.
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- launch pad
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Huh, sorry, beyond me. Idk what that thing in the top left is, and node placement is still a black box to me.
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I would guess you have a conflict concerning CommunityCategoryKit? I seem to remember there being some issue on my setup when I had the wrong version of that. The MLP nodes should branch off to the left of the starting node, which is non-standard and so maybe requires a specific version CCK. That's the only required mod that seems related?
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May I suggest Janitor's Closet? Well then a big "thank you" is in order for this amazing body of work. It adds so much to the game, thank you for all the labor you poured into this!
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- totm march 2020
- mod
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
OrbitalManeuvers replied to Paul Kingtiger's topic in KSP1 Mod Releases
There are still some interactions going on between some of the Sub-Sat's PAW items. Here are steps to show an example: start new vehicle in VAB, place wedge center and then attach Advanced Sub-Sat Using PAW, click Extend Radiator Notice there are no Extend or Retract Radiator items now Pick Deploy Primary Bays, followed by Retract Primary Bays Now Retract Radiator returns Click Retract Radiator and nullref flood In the flight scene this same part will show similar behavior, without the nullrefs. In general the PAW items seem to be pretty confused with each other, meaning that the Primary Bay items and the Radiator items seem to affect each other, resulting in some confused boolean states- 1,554 replies
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hey can I just confirm something with you ... are you saying that you now have ksrss+katniss canaveral + ksrss "adapter" for katniss + engine ignitor + MLP + bdb/whatever ... working? As in, engines getting ignition from the launch pad? and previously, was your symptom that the engines would say no ignitor in range or the launch pad would say no engine in range, or one of those two? i'm nitpicking just because I have this same problem too, and would really like to find a solution. Can you say which parts you uninstalled/reinstalled? Thanks!
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
OrbitalManeuvers replied to Paul Kingtiger's topic in KSP1 Mod Releases
These steps will lead to a flood of nullrefs: place a wedge add Advanced Sub-Satellite from science category use PAW to extend antenna use PAW to retract antenna https://drive.google.com/drive/folders/1NzqNIS0Y8wM_6UB_ONWHbKi-AU2sCsjG?usp=sharing- 1,554 replies
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
I can only say what my own experience is, but the stock stuff never worked for me, even for the stock system. TWP (mod) + KAC has been flawless for me, for years. I use TWP+KAC on a regular basis for JNSQ, KSRSS, and stock + whatever. -
https://history.nasa.gov/afj/ap11fj/pdf/19740072963_as11-entry-analysis-19700220.pdf#page=30 Maybe this is saying that from highest to lowest forces (the chutes portion) is about 100 seconds, at an almost perfectly linear decrease?
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Personally, I would be suuuuuper interested to hear what you (and others) think about the D2 parachute (the donut one), specifically the deceleration curve. I dunno if I'm crazy but I really, really like the way this chute slows down so slowly.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
As far as I can tell, yes that's what mine looks like, too. The scatterer change wasn't to improve anything, it's just plain broken if you use 0.8, you would have seen a lot more problems eventually. From here with 0.772, you're in the right place to make other improvements if you want. hard to know what you mean about Saturn, though.- 1,971 replies
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- totm mar 2022
- rss
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The PAW has "Target: " that toggles between Active Vessel and Current Target. I'm hoping for an action to toggle that. Oh whoops - the thread. Good catch, thanks.
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Hi. I use these parts a lot - thank you for making them! I'm using them in 1.12 with no issues, in case anyone checks in to see if they're working. I'm wondering if it would be possible to externally MM patch the MTS such that the Target could be toggled via an action? I'm shaky on MM syntax, and totally ignorant about how actions become visible in the VAB, but am hoping it's something that can be done with a patch and wouldn't need a plugin change. Any advice appreciated!
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You're absolutely right. Basically no matter what you do or do not provide, people will ask for more And let's not forget that Starship is a bit of a moving target (coughgridfinscough) so probably the less you have written in stone, the better.
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I agree, basic craft files are better than bespoke ones, you'll never get a sample craft to work the same for everyone - loading sample craft at all is notoriously iffy in KSP. But, things like "the header tanks should be full for landing" were a revelation to me - somehow I thought it was supposed to be moved into the main tank for usage, womp. Anyway, process notes like that are super helpful, but also don't always have to come from the authors.
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[1.9.x] Hangar Extender Extended
OrbitalManeuvers replied to linuxgurugamer's topic in KSP1 Mod Releases
Honestly, I don't think Hanger Extender is really involved? Like, you see the problem with or without H.E. - it's just that when you turn off the VAB, you suddenly see that the problem is the whole planet, and not just the sliver you can see outside the VAB doors. It's ... gross and upsetting, but not Hanger Extender's fault. My 0.2c -
[1.9.x] Hangar Extender Extended
OrbitalManeuvers replied to linuxgurugamer's topic in KSP1 Mod Releases
I just realized you're not on KSRSS, so this problem isn't KSRSS specific after all. And yet, it's the KSRSS cfg file for 2.5x with SigmaDimensions that contains the node that gets triggered by KSCSwitcher, that leads to the terrain error. I wonder if GEP has similar code. Also, this is no longer the right thread, but idk where to take this info. Womp. -
For purely orbital testing, I've underfueled the Starship quite a bit, and I also vent out the main tank almost completely after the deorbit burn. Didn't make sense to me to carry extra fuel through reentry? The timing of steps like that are definitely things I'm still working on. All pointers appreciated!
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[1.9.x] Hangar Extender Extended
OrbitalManeuvers replied to linuxgurugamer's topic in KSP1 Mod Releases
Maybe I missed what planet pack that is, but for me on KSRSS, this black terrain was 100% caused by KSCSwitcher. Its presence triggered some config nodes that cause sizes and offsets to be wrong or whatever. Removing KSCSwitcher fixed this for me on KSRSS at 2.5x. -
After messing with this for several hours, I would agree it's pretty straightforward to build. However ... What's not as simple is managing the ship during a mission. There are a lot of "things" that need to happen during a flight, especially if you're using Methalox and boiloff and you'd like to land it, especially somewhere specific. So there's definitely procedures and action groups that help manage the flight - those are the tidbits I'm still discovering/developing. I'd be super interested in what other people are doing aside from just the basic build. At this point I'm still throwing away the booster and just trying to learn the ship. Is this public?
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I swear it's like I'm still a noob, and tomorrow is my 6th cake day of KSP usage! Sheesh. I apologize for wasting your time, that's such a rookie mistake that I should have caught. Waterfall updated 8 days ago and I've been asleep, apparently. All good now, thank you again.