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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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As of this moment, your image links work but the forum software insists on displaying a broken image icon next to them all. This is Chrome on Windows.
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Removing AnimatedAttachment fixes it for me.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
OrbitalManeuvers replied to cybutek's topic in KSP1 Mod Releases
Perhaps it's the one called "Time til Approach" (sic) in the Rendezvous category? -
I'm unclear about the connection between colors and locations. If I know a color that I need for a tree node, how do I figure out what I need to do to get that color?
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Just a quick view of what the crew elevator issue looks like for me. I took a working vehicle, added an elevator, and you can see what happens to the rocket when I click the Toggle button on the PAW. unedited, but only 20 seconds
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That feeling when you find out you're not alone . I have seen this too, and have temporarily stopped triggering crew elevators. My observation is that the animations of the couple of the crew elevators does indeed cause vehicle-wide disruption of all the connection nodes. Even if the vehicle is completely auto-strutted, the "raise crew arm" animation being triggered can render the craft into marshmallow, where all the joints are just mushy and bendy and unflyable. It happens right when you click the PAW, and you can visibly see the craft shake when it happens. I've only done extremely cursory testing on this, by trying to see if it's a collider issue - but alas, I can say fairly confidently that it's not. You can build a crew elevator that's facing the other direction, or placed far away, and triggering the animation can still break the craft. @AlphaMensae this is a terrible defect report, so if you've never seen or heard of this, I'd be happy to try to put together more info for you ... versions, log files, a video, etc.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
A few quick screenshots. This is MAVEN, launched on an Atlas V 401. I had problems with 0.6 too, but it was different - the KSC buildings were not level with the surrounding terrain, but the buildings were at least sat on their own patch of terrain. That was fixed with the offset value in the launchsites file.- 1,971 replies
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- totm mar 2022
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Correct! My money's on @KawaiiLucy sorry for the interruption!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
OrbitalManeuvers replied to Ger_space's topic in KSP1 Mod Releases
@Feellikeapplethere's no need for the craft to have a kerbal, you just need to be in the flight scene. launching a lone probe core and pressing ctrl+K works. -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
OrbitalManeuvers replied to sarbian's topic in KSP1 Mod Releases
OK, will do. I have 11 installs that have (had) version 1.2.7 or 1.2.7.1. -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
OrbitalManeuvers replied to sarbian's topic in KSP1 Mod Releases
Good morning. I seem to have a version of this mod all over my installations - looks like due to Kopernicus. Do you recommend updating bundled installations with this latest build? We're all in the same boat, so everyone understands. Thank you for hanging in there and working on this. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
OrbitalManeuvers replied to JPLRepo's topic in KSP1 Mod Releases
From the OP: This mod should be played in Career mode as it offers contracts. So, in Science Mode would this mod do nothing? I obviously don't know what the discovery mechanic is ... if it's completing contracts that answers my question -
[1.3] NavBallTextureChanger v1.6 (8/7/17)
OrbitalManeuvers replied to TheRagingIrishman's topic in KSP1 Mod Releases
Nice - thank you, that's a bunch of work. I didn't even see there was an emissive for the one I'm using, but I grabbed it from your zip. I actually recompiled this for 1.10.1 on my machine, but it literally doesn't do anything differently, so I doubt anyone needs worry about it. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
I'll jump in and share my experiences with the dev branch so far. I had been holding off since I didn't know how far along they were, or if they were even interested in feedback. But since you guys are trying it out I'll jump in too. I started with a working 1.10.1 install since it had Eve, scatterer, Kop, and all (?) the KK stuff. I removed JNSQ and added the KSRSS folder, Dimensions, Kronometer, and updated Kop to the latest BE for 1.10 (oops I was a couple behind). On my first run of KSP (and every run since) I got the texture resolution dialog. The first time I got it, I clicked save, exited, and restarted. Now I just click save and move on since I don't change it. On first load, Kourou is 100% underground, but the ground itself is all correct. If I go into the tracking station and switch to the Cape, then the Cape loads as shown below in the spoiler. I've never seen this combination before, where the buildings are at the correct height for the surrounding terrain, but the terrain itself is at the wrong height. Problems with scaling and KSC have always been with the buildings off the ground for me. Anyway, NOW if I set it back to Kourou, it's perfect. Unfortunately, this weirdness happens every time I start KSP - I have to switch and switch back for it to load correctly. As another test, I placed a KK static at Kourou and switched to KSC, then back, and the static was still perfect. I restarted so I could see what happens to the static when Kourou loads underground. It's not pretty (shown below) but again, gets all worked out if I switch to KSC and then back. Anyway, lots of pictures below. I don't really plan on diagnosing any of these issues much further yet, unless there's interest in something from the devs or if I can help someone else get this far. This sounds like Eve or scatterer. I think I'm using the latest stuff that blackrack has been heroing, and not seeing this. I will say that on the main menu screen, the earth shows for a brief moment without any atmosphere/clouds, and the continents are definitely gray, but then the atmo loads in (yeah, even on the main menu screen) and suddenly earth is all blue and purdy. The stuff:- 1,971 replies
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- totm mar 2022
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[1.3] NavBallTextureChanger v1.6 (8/7/17)
OrbitalManeuvers replied to TheRagingIrishman's topic in KSP1 Mod Releases
I never knew I needed this until someone bumped this thread. I'm using the texture from Trekky0623 in the 2nd message (near the bottom) and it's amazing how much easier it is to read. -
Hello, just trying out this mod. Question ... should a celestial body show in the telescope display when this mod is used without ResearchBodies? (see image) I'm purposefully not submitting a log, I don't need that much help yet. Just curious about features so I can start debugging on my own, if needed. (I have DOE installed, and this is JNSQ)
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[1.9.1+ / Kopernicus] The Vulture System - A new star system.
OrbitalManeuvers replied to Livaco's topic in KSP1 Mod Releases
Do you have any plans to release a version of this that does replace the home system?- 34 replies
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
Normally I play science mode but giving this a try finally. Quick question ... The inclination of the vanguard and explorer missions ... I'm guessing that's a 90 degree heading from KSC's inclination in KS/RSS? I'm using JNSQ and I feel like I'm reaching that inclination in a really clumsy way with too much non-prograde correction that make me nervous. I completed the first Vanguard and Explorer missions, and now that I see there are more coming up I'm wondering if I should just switch to KSRSS (rescaled)? Are there a lot of specific orbits in the PE pack, and would they be more natural using earth/KSC?- 267 replies
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I work in software dev, but not in open source, and not with VS/.NET. So at this point my abilities include being able to load a mod's source, fix the references, and recompile. There's an abandoned mod that's marked ARR that I really want to use to make some videos. The last release is on Github, and I was able to get it compiled and loaded into 1.10.1, however it still doesn't work. Invoking it causes lots of nullrefs in some code that I don't know how to fix. So that's where I'm bumping into the license question, even for my own personal use - because is it sketch to ask for code help in fixing an ARR mod for my own personal use? Pasting code in a forum message seems out of bounds, but anyone can look at the github and see the code at line 42 right? So I guess I'm asking how it's viewed culturally to ask for help getting an abandoned mod working for personal use.
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Forgive me for the slightly loose KSP connection, but I found this fascinating as a BDB user. During yesterday's Mars 2020 conference, one of the JPL folks mentioned that Perseverance was assembled in the same room as some of the Explorer and Ranger satellites. They've been doing this stuff for a while!
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Kerbal Space Program 3D animations [New release May 4th]
OrbitalManeuvers replied to AnimatedK's topic in KSP Fan Works
Hello! Your YT channel was in the recommendation sidebar while I was watching the Mars 2020 briefing! So I after the stream (which was amazing, I hope everyone saw it) I watched all your videos and subbed. Your work is incredibly good. No matter what you end up doing with everything you have, you should be very proud for what you've done so far. The visuals are professional quality for sure. I haven't seen any name suggestions in the thread, do you have that part nailed down? I feel like your description of the grumpy one was very reminiscent of a certain seasoned astronaut so the name Schwallie Kerman came to mind. Very much looking forward to whatever else you produce! If you end up with text/script in your production and you'd like some proofreading help from a native English speaker, I'd be more than happy to help out. Best of luck!