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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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After my testing yesterday I noticed I had 1.8GB log file I think it must be the venting engines? edit: now that I think about it, there are no RCS or venting plumes that I noticed
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Yeah sorry to say you have some issues here. In a bunch of cases, what you've done is to unzip the distribution zip file directly into your GameData folder. This will almost always be incorrect. What you want to do is unzip the file somewhere else, and then inside the zip folders you'll find a GameData folder. The stuff inside that folder goes into your gamedata folder. This allows mod to come with extra stuff that doesn't belong in the GameData folder. So some examples of this issue that stand out: B9Partswitch, ModuleManager, Tundra, KerbalReusability, etc ... hopefully you get the idea.
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Thank you - this actually helped a lot! I was right, I didn't know what I was doing With the above guidelines I was able to survive reentry, not flip retrograde, coast to within about 15km of the space center, and land with almost no fuel left. I'm only using MechJeb right now, so with a little more tech I hope to be able to get it onto a landing pad. Thanks for the help and for sharing your hard work with us!
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I absolutely do not know what I'm doing with this thing but it sure is pretty! Has anyone managed reentry? I've tried 40 degrees and 10 degrees nose up, with and without flaps activated, and every time the nose rises and rises until it flips over and comes in HOT, engines first. I don't really know enough about Starship to be trying this, but it seemed fun! Screenshot tax (ksrss at 2.5x)
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installation problems can turn into a back and forth guessing game. if you show a screenshot of your gamedata folder's contents, someone will probably be able to spot something right away. for participating on the forums you'll definitely benefit from an imgur account, where you can post pictures and then the forum software can deal with links to them. usually good idea to put pictures in spoiler tags (eye icon). p.s. welcome to the forums
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That's great, thank you! Easy enough to do by hand for now. I'm all amped on Falcon at the moment after finding out that the Dragonfly mission has selected a fully expendable Falcon Heavy as the launch vehicle. So this little number with the funny tan lines is headed for Titan:
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Happy to report that existing craft survived the update. Thanks for making that painless! Can I ask about the action called "Toggle Independent Throttle?" It's missing from the Octopus engines and I'm wondering if it's possible to externally patch back in, or if that functionality is replaced by the Falcon engine modes?
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Just thought I'd quickly mention that scatterer needs to be version 0.772 and not the more recent builds starting with 0.8. Not positive that will help either of you - but it's a thing to check- 1,971 replies
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Frankly, I don't know why SpaceX doesn't just make Starship out of the same materials that Tundra uses.
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Hard to believe that someone else actually thought of this too. I TRIED TO MAKE A CHIMP COUCH PART. There, I said it. I failed miserably because the modeling is beyond me, but boy I learned a lot, and eventually did make a part from scratch and get it into the game. Everyone should try this Hahaha, no - not if you value your sanity. Anyway, I wanted something that would add a hidden node inside the Mercury Capsule and the part would snap onto that in the proper orientation. Was a fun learning experience, but alas - this is exactly the scenario I was thinking about, too.
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[1.3.1]Wenchang Satellite Launch Center 1.0
OrbitalManeuvers replied to Icecovery's topic in KSP1 Mod Releases
The mod landscape in KSP is pretty amazing. I just saw this in a video the other day and had no idea it was available. Seems to work for me. There are no variants to remove the static jets in the air as discussed above - guess that never came to fruition. The tower opens and the launch clamps retract. This is KSRSS @ 2.5x. I first edited the cfgs to remove the instances since they wouldn't have worked anyway, and then just used the KK editor to place the static and the launch site parts. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
OrbitalManeuvers replied to taniwha's topic in KSP1 Tools and Applications
https://download.blender.org/release/ -
All of my engines (from several different mods) have an action called "Toggle Independent Throttle" which seems to be missing from Tundra's Octopus engine. It does have an independent throttle setting on the PAW, just no action to enable/disable it. Is it possible to externally MM patch the "Toggle Independent Throttle" action into a part?
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Welcome to the forums. Good job posting the screenshots - that helps, especially the one of your GameData folder. So you have a couple issues here, shouldn't be too hard to fix. The folder called "KSRSS-Megapack" is incorrectly installed. You'll need to unzip that somewhere completely outside of KSP, and within there is a folder called "KSRSS", down a couple levels. That folder is the one you want to copy into GameData. Make sure you delete that Megapack one. If you're familiar with moving folders around, you should see another way to do the above that's faster, otherwise this should work. Also, "ksp-planetshine-master" is definitely not correct. That's the zip file name that you get when you download a mod's full archive from Github. Within that zip you'll need to find the Planetshine folder, and only copy that one to GameData. Or, just download the released 0.2.6.3 which works fine on 1.12.2 for me. Good luck! Post a new picture of GameData if you end up making changes and still having issues.- 1,971 replies
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[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
So I've been working on this for a while: and thought I'd share a couple of things I figured out in case they help anyone else. If you ever accidently press Export on the KK editor, be sure to go empty out the KerbalKonstructs/ExportedInstances folder, otherwise you'll have duplicates of everything next time you start KSP. If you are moving your files out of KerbalKonstructs/NewInstances, and putting them into your own folder, you should also be aware of the consequences of editing after that point. Anything new that you place will create a new XYZ-instances.cfg in KerbalKonstructs/NewInstances. But if you place another copy of a static you already have an instance of, you now have two physical files that both contain valid instances. You cannot just move this new file out of NewInstances into your custom folder, or you'll overwrite your previous instances of this static. Doing this requires that you merge the contents of the two files. My takeaway from this is that a) I try to leave everything in NewInstances for as long as I think I'm still editing. And if I need to edit a set of cfgs that I've pulled out, I think I'll move them all back into NewInstances, start KSP and do my editing. This way KK can merge new instances into existing cfg files. Then I'll move them back out after the editing session. Notes from the trenches -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Been messing around with my launch complex layout. Here's my final Kourou for the time being ...- 1,971 replies
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