OrbitalManeuvers
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
@Morphisor I believe the .version file needs some love for 0.9.0 - still says 0 8 1. Thanks for the update! Anxious to check it out.- 267 replies
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Sorry I didn't make that very clear - I had grabbed both *dev* branches just that morning. In the screenshot, you can see that the sides of the elevator don't look like they're encroaching on the capsule but something definitely is overlapping enough for detection. (And this is without the walkway extended). When I lower the tower, I can EVA fine. Is the elevator just too close? If it's any farther, the walkway won't reach.
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- launch pad
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
Hello! Thank you for all the hard work on the new release. I'm excited to get back into this! I've just now completed my first Surveyor mission to the moon with the new build and everything is working great so far!- 1,971 replies
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- totm mar 2022
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[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
OrbitalManeuvers replied to Beale's topic in KSP1 Mod Releases
I believe something like this would do the trick. Works for me in a custom cfg file. @PART[cygnus_service_module_s1p5_1]:NEEDS[SquadExpansion/Serenity] { MODULE { name = ModuleInventoryPart InventorySlots = 9 } } edit: not sure if you'd want to NOT out KIS ... I dunno if/how they work when both are installed -
[1.9.X] Special Delivery - Stockalike Cygnus [1.1][20/05/2020]
OrbitalManeuvers replied to Beale's topic in KSP1 Mod Releases
Hello Mr Beale ... for the non-KIS among us, is there a chance you'll support the Breaking Ground inventory module in the service module? module module module -
I was afraid of that! Those flares on the BDB SRBs are placed so conveniently, so I mathed out 2 plus orange and came up with that. Oops. At some point I'm going to have to learn how real rockets can hang there fully fueled. Like somehow there are parts of that rocket that can support the downwards pressure of the weight, and also support the upwards pressure of the engine thrust. Sounds like rocket science to me.
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This is slightly embarrassing to ask now, after I've been doing this for so long, but ... is this the intended usage of these parts?
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
For sure. I still do whatever science is appropriate for the mission. The fake science points serve as sort of a meter of success, which I'm cool with. Of course science points are tricky to use as any sort of measure because of how drastically your installed mods can change how you earn science. Thanks again for the input. At some point I will definitely bite the bullet and play career will send any progression feedback.- 267 replies
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
OK cool - thank you for the info. I dislike career mode so I'm looking at alternate ways of (ab)using your missions. The combination of the historical missions, BDB, MLP, and KSRSS is really too good to pass up. So I think I'll look into using contracts in sandbox-ish mode, by cheating a career game to full tech at the start, and then just doing the missions in order. I think the mission system will be cool with that and still do the natural progression ... mayhaps. That way I still sorta investigate the real mission, see what vehicle was used, try to recreate it blah blah you get me. I'll call it guided multimedia historical research, instead of struggling space program because I such at managing funds in KSP.- 267 replies
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
Hiya - sorry if I've missed this info somewhere. Would your US contracts work with KSRSS? There's a whole lot of inclination going on in there ... would that have any affect on mission params or detecting goals or anything sneaky like that? edit: now i think i'm asking a dumb question because how could it work at all if you don't have the same planet names in the contracts ... ?- 267 replies
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Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
Those fly'n'crash Vanguard missions have worked for me several times as well.- 267 replies
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In case anyone else was wondering about TUFX too ... I installed it into a working 1.8.1 JNSQ install with both eve and scatterer, and haven't seen any problems. Below are pics of 3 different presets that are installed by default. Not showing Zorg's presets until I can do them justice ... but here are 3 of the default ones:
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In case anyone is still on 1.8.1 like me, you can still open the sample craft files. Just use a text editor to change the game version at the top of the .craft file and they'll load fine. It's worth it because the samples are pretty cool.
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I actually loaded the whole shebang up without the two support mods. It didn't go great The craft file won't open in 1.8.1 at all, so I'm not sure I was building it right. I love Kottabos videos but it drives me insane that he doesn't put the parts together as intended during the review! Anyway, I shall check back. Thanks for keeping options alive
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Hey just curious about Firespitter ... if I delete its Parts folder but leave everything else, would that mess up Probes Plus at all?