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VoidSquid

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Everything posted by VoidSquid

  1. I see what you mean now, yes. I had to remove Kopernicus some time ago due to issues with the BG surface features, but I don't remember any big lag switching between flight mode and map mode.
  2. Five seconds you say? I envy you, in my late career with some 60+ mods and some 200 crafts, it takes about 40s to switch to a craft.
  3. That's very odd, I accepted a satellite contract for testing purposes, and the markers for AN, DN, Pe, Ap for the target orbit (green) are clearly there: Don't you see those markers from your contract?
  4. Not that I'm aware of, but: After clean up and reinstalling the latest version manually instead of via CKAN , now it works as intended Thanks again Err... that's a bit too cryptic for old me, what do you mean by this?
  5. Begone, parts clutter, yes! Thanks a lot for this time and hassle saving mod, @linuxgurugamer Brief question: the current view which mods are blocked is saved, but every time I reenter the VAB I have to manually select the set, the last used isn't saved as default. Would that be possible?
  6. Hi there, @taniwha I've been wondering why the fuel tanks from the RLA Reborn mod don't work with Modular Fuel Tanks despite there being a config file RLA_modularFuelTanks.cfg for them. When I checked this config file, I found that the part names simply don't match, and created for testing purposes my own config file for the LfOx tanks: If it is not asked too much, can you do me favor and have a look at it and tell me if this is ok or if I missed something here? Thanks in advance for your time EDIT Also a question: Some tanks have parameters basemass = volume * <some factor>, and/or volume = <value>, for what tanks are these required, and is it required at all? Is it only for non-LfOx tanks / parts like nose cones that in stock do not contain any fuel, respectively? What basemass values are for what, I didn't find one consistent value per fuel type? EDIT2: Found something odd: The stock tank adapter "C7 Brand Adapter - 2.5m to 1.25 m" (adapterSize2-Size1) has a volume of 800u, but the MFT volume of the shorter Rokomax Brand Adapter (largeAdapter) has a volume of 1400.
  7. Imo, RCS is pretty useless during atmospheric reentry/flight, the aerodynamic forces are way greater than any RCS thrust. If you check the second picture from my previous post here, you see that I'm using two 10m heat shields, the lower one protects from the heat, the upper one provides aerodynamic stability.
  8. I see, probably a keyboard issue then. I also do use the Swiss keyboard, had to change several key mappings for it, for example "reset focus" is now mapped to §, which is ^ on the "normal" keyboard. I suggest you go to the keyboard mappings and simply try out what key corresponds to what "in-game key", focusing more on the actual key position than it's content.
  9. @James Kerman might be right here, can you post please a screenshot from both the contract as well as your current vessel orbit (map view)?
  10. Finally found what I've been looking for: @zer0Kerbal: maybe some parts of that mod would fit into your mod too? If yes, I mean, no need to invent the wheel again, imho.
  11. What keyboard layout do you have? I have a German keyboard, QWERTZ, so switching vessel for me is + and ü, the both keys right from the p-key.
  12. Good one, thanks *clicking the non-existing like-button*
  13. Gotcha Don't tell my boss, ok? Else I'll never be able to play KSP again
  14. Dear mods, This might be a bit silly question, I admit, but nevertheless: I see the same mods active all the time: do you people ever sleep? Work? Eat? Have a family life? And then: how do you find, on top of these, time to play KSP?
  15. I truly wish I'd be better at building stuff, unfortunately all the stuff I create is pretty bland and uninspired When I stared to think about an Eve landing (I did read a lot in the forum), my first idea was to check out KerbalX for a craft to download and see how it works, what it needs for an Eve landing. Didn't find anything suitable, unfortunately. Knowing the base numbers, I did built my own ugly contraption: That thingy brings a mod 2-Kerbal pod into Eve orbit which then can descend: Things to note: I rotated the top 10m heat shield 180 degrees for proper aerodynamics. Landed: Things to note: Lots of parachutes to save fuel for the final meters before touch down. At the end of the girder segments there are solar panels. Ladders from pod to ground (EVA RCS on Eve is useless due to high gravity). Ascending: immediately after firing the engines, get rid of any possible dead weight: Things to note: Asparagus staging. Combination of high thrust vector engines and almost-constant-ISP Aerospikes. Tilted nosecones to allow proper separation (I tried separatrons, totally useless). And all that effort to get this tiny thing back into Eve orbit: Crew of two Kerbals will then be picked up by a taxi vessel and brought back to Kerbin. Ugly? Definitely! Does it work? Yes That 2-Kerbal mod pod is this one: https://forum.kerbalspaceprogram.com/index.php?/topic/155013-121-131-145-151-161-17-k2-command-pod-two-kerbal-stock-alike-pod/ I started using it way before MH came out, and still love to have it So yes, that's it about my ugly uninspired Eve lander, don't know if it will help you, but it does the job
  16. @severedsolo First of anything, a big thank you not just for this but all the mods, all the work you've done. I've been through ups and down in the last decades too (who hasn't), and, having Asperger's myself, I at least have a tiny guess how your daughter's life is not easy for her and the family. I can only send you my very best wishes and hope your family and you are doing well. Take care, please That said, you already did help me out not only once, @4x4cheesecake, if it is not asked too much, I'd like to hear your opinion again: Slowly but surely my current career started in late 2017 comes to a close, so I'm checking out what mods to have on a new career. I'd have loved to have this mod back then, but after checking this thread, I saw it has been abandoned. Browsing through this thread now, it seems that in particular you have found ways to make this mod compatible with the current KSP version, hence I'd like to have your opinion: I added the MM patch you made, plus corrected that line 19 from CleverSatRandomShift.cfg (a closing bracket too much). Are those two changes enough to make this contract pact work properly with KSP 1.7.3? Thanks in advance
  17. Got it now, thanks Wish I could check out all the new plumes now, but noooo, stuck at the office
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