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DKShang

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  1. I have a question regarding oxygen production. How many Kerbals can one chemical plant running Sabatier and one chemical plant running water electrolysis support producing oxygen? I had a ship with 4 Kerbals and set up my system as outlined in the "How to recycle O2 and Water" guide. The oxygen produced was not able to sustain the full crew and I cut the mission short. Now I am trying to figure out where my mistake lies. Did I place too high a demand on the system with a large crew or did I setup the system incorrectly?
  2. Allow me to apologize up front if my question seems silly. Bear with me. I would like to create approaches for the runways in RSS and the accompanying Actual Sites: Airports mod. Granted, it would only be the ones I fly to when I fly there. At any rate, I followed the default flight plans to try my hand at an approach into Cape Canaveral. I entered only the stop and flare coordinates and loaded the flight plan into Kramax. The issue I am having is, it shows the distance to the stop as 43 km (the plane was parked there) but the distance to flare was something like 13,000+ km away. I suspect the issue is the coordinates I am pulling from Mechjeb are 5 digit after whereas the coordinates used in Kramax are 10. My question then is two parts. First, does it sound like my issue is not being precise enough when entering the coordinates? Second, how can I pull such precise coordinates; the only thing I know of is Mechjeb?
  3. I installed this, with the patch, into KSP v1.8.1.2694 and the sky turned pink. If i install it without the patch the pink is gone however there are no clouds. Any suggestions?
  4. Hi, I have a question regarding installation. When I download the zip package from GitHub and unpack it there are three files, KSRAirports_0_0_1, 0_0_2, and 0_0_3. The same three that are listed on the GitHub page. My question is are these three zipped files all required to be installed? I ask because, when I checked them, all three appear to have identical files so unpacking them would just cause them to overwrite each other. I did not see where this was mentioned in the KSRAirportsReamMerRightTheHeckNOW.txt; which I think is a pretty snappy name by the way. XD
  5. Ah, that would make sense. As obvious as that may seem I honestly had not considered it. So, it's not that I installed something incorrectly, it's a matter of my inexperience with the game overall. Well, thank you for putting my mind at ease.
  6. So, unfortunately, I have not seen an answer to my question and I would like to try and ask it again. My question; is it normal for the sun to come up at around 12:30 (KSP day using the RSS Date Time Format mod) or could I have done something wrong during the process of installing the mod? My family and I were stationed in Florida for several years and I can attest that the sun never came up at almost 13:00 hours. I have read, during my lengthy searches, that this is a limitation of the implementation of system inclination within KSP; however, I would like to find out if that is the fact; or, being new to KSP maybe I made a mistake during installation. Thank you in advance.
  7. Hello, let me start my first post ever on the forums by saying how much I enjoy this mod. I just picked up KSP a few weeks back and installed version 1.3.1, I'm pretty sure that's the one, with the intent of using this mod. At any rate, I have been making progress and have enjoyed myself immensely. What I wanted to ask about is the very short daylight periods compared to the unmoded version of KSP. I am using the Early Bird mod to adjust the time the sun comes up; however, the daylight period still seems to pass much to quickly. Does this sound correct due to the way system inclination was implemented; or, is it possible that something went wrong during installation through CKAN? Thank you for the time and effort you put into this amazing mod; and, thank you for any clarification you can provide on my question about the short daylight periods.
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