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OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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[1.11.1] Hullcam VDS Continued
OrbitalManeuvers replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm trying to narrow this down, too. It's possible that it's only happening when the sun is visible, which was something I hadn't considered. Here's a question ... are both of you using Kopernicus? If so, what planet packs are you using, and which version of Kopernicus? Here's a comparison to show what's happening: (Note: this same rocket flown in the middle of the night shows no flickering) -
Same thing was discovered about some SRMs from BDB, you're not alone. There is an edit you can do to the KSP physics file to reduce the cutoff weight that KSP uses for this bug: partRBMassMin. It's currently shipped with 0.3 but 0.03 will fix tons of parts ... whatever other affect it might have, IDK! I'm sticking with 1.10.1 until they update.
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Asking about things outside of your understanding is always fun ... so here I go! Would it be possible to copy the Lead Ballast resource config from the Prometheus-II nosecone into the S-IVB Lander Adapter Module? If that's the dumbest thing you've ever heard, sorry but here's my rationale. I need a mass simulator for Apollo 8 and I have no ore tanks unlocked. At first I was looking for parts ... parts that add weight but don't add any other modules that would affect the vehicle. The nosecone has the weight but also has a probe core and reaction wheels that need to be turned off. Plus it's a part and I don't need a part I just need the (optional) weight. Thus the idea of just copying the resource and making the LAM have a "with or without LM" type of setting. Just to show more stuff I don't really understand ... I figured out the 700 lead ballast number I needed for the nosecone to simulate the LM by building the LM, noting the wet mass of 8t, then starting a new build with just the nosecone, and tweaking until its mass was 8t. But the number "700" (after setting other stuff to 0) seems pretty arbitrary to me. Is there a resource type where 1 unit = 1 ton so I can just set a slider to 8 or 8.1 and not have to guess ? Umm, like a weight resource? ok sorry i'll just be over here
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Hiya ... I'm hoping to get educated about launch clamps and their effects on dV calcs in the VAB. I'm on MLP build 2.1.2, KSP 1.10.1. My Saturn 1B has a TWR of 1.48 without the milkstool and mobile launchpad attached, and a TWR of 1.04 when the (mostly completed) launch stand is attached. Is this due to the mass of the launch clamps being factored into the dV calcs? Both KSP and KER report this huge jump when attaching the stand. Moving the launch clamp stage to be first makes the dV calcs correct again. It can't stay there of course, but at least there's a workaround to check the numbers. So these are my observations. Is this expected behavior?
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
This is a development repository, so there's really no guaranteed compatibility with anything. That said, the devs have said the next release will be for 1.11.- 1,971 replies
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- totm mar 2022
- rss
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In all likelihood you will have nothing but frustrations unless you follow the installation instructions very carefully. They're listed on the first page of the mod, and they include the info you're asking about, which makes me think you're not looking at the written instructions. In any event, this is the Eve thread and isn't really the right place for this. Look in the spoilers on the first page under How To Install.
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Sad trombone. The silent majority does not appreciate the vocal minority ruining these waters. Please people, keep in mind that mod authors are not big software corporations that run on shareholder-driven schedules to meet financial goals. Mod authors are just folks who've spent an ungodly amount of time learning a ton of niche skills because they want to make something cool in KSP and share it with other people. That is the extent of your "rights" as a mod user -- to be grateful that someone just gave you something for free. The vast majority of mod authors (I used a crap ton of mods) are genuinely appreciative of feedback at the right time and in the right way.
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- planet
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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
There's another case where stages are missing, this one is even simpler, but also less clear. The screenshot below shows that an SRM from Probes Plus registers correctly with KSP but not KER at all. However, this one is more iffy because some of the other Probes Plus SRMs do not show any value for KSP either. Since PP is an older mod I'm only mentioning this because of the one case where stock gets it but KER doesn't. Also in all likelihood this isn't related to the previous discussions, but since I don't know how KER works, I'm just throwin out data points. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
OrbitalManeuvers replied to cybutek's topic in KSP1 Mod Releases
@OnlyLightMatters I can reproduce this. Here are the steps that repro for me (p.s. why are we building rockets in the SPH?). I have yet to determine which of these steps are truly necessary. Grab the SEQ9 as the first part Put a cubic strut on the front, put another on the back. There is no symmetry here because it's the wrong direction, so I placed two individually. Re-root to the front cubic strut Attach the fuel tank and capsule to the front Attach the terrier to the back. edit: Just wanted to also mention that I've seen this behavior many, many times. I've been using KER for years and I have always been able to confuse it into not showing entire stages. For example, it's not hard to repro when you're building the Lunar Orbiter mission from BDB. The probe is built first, sort of "upside down" and needs to be flipped over when put into the fairing. If you build this and then re-root to the Agena's core, you can get these symptoms, too. -
Must be old news if you're talking about KSP versions where it actually works. I have it and have never run in windowed mode.
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- beautify
- visualoverhaul
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As an old fart who has done that for upwards of 20 years now, I can relate very well to the challenges of coding all day and then trying to do "fun" stuff that also involves coding. Sure, it's different, but it's also the same part of your exhausted brain that you're trying to use, and it can get very tiresome very quickly. Everyone is different and deals with this differently, but please do keep an eye on your own well-being. KSP is awesome, and I'm (stupidly?) starting to dip my toe in the modding pool, too ... but there's a lot of life/mental health balancing you gotta do to avoid burnout.
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another nit -- I believe AVP + SVE is asking for problems with visuals.
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Are you on the latest builds, like from github? I had similar errors on a 1.8.1 install which were fixed by updating to the latest BDB (I had an older dev build installed there). The version of B9 bundled in the github download also works on 1.8.1 for me. This install is stuck in the dark ages due to KSRSS, but all the latest BDB stuff works there for me, and the same files work through 1.10.1 as well.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
The file that you unzipped that resulted in the directory with "-master" in the name? delete both that file and that directory. The correct files are all linked on the first post of the thread, and here's the one you want for the textures: https://github.com/KerbalFrench/KSRSSVE-Textures/releases/- 1,971 replies
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- totm mar 2022
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
OrbitalManeuvers replied to Galileo's topic in KSP1 Mod Releases
Genuinely curious ... do you like to know all of this ahead of time? I ask because I'm still kind of yearning for an experience where everything about a solar system has to be discovered by in-game mechanics, like nothing shows in the tracking station until you know X about it, you have to use telescopes, etc. I think there are a couple mods that aim at tackling this (on my ksp to-do list) but I was curious if the complete opposite fits into a particular play style maybe? Or maybe you're just sandboxing and want everything laid out? Curious what you use this much detail for in game.