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this_Tessa

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Everything posted by this_Tessa

  1. Thank you, that helps out a lot. I'd still like to do some maths for it, since I'll probably need a few lunar missions with those limited ignitions, but I guess trial and error is better than not doing it at all lol Thank you, that helps out a lot. I'd still like to do some maths for it, since I'll probably need a few lunar missions with those limited ignitions, but I guess trial and error is better than not doing it at all lol
  2. Alright, but how do I time this? With my Chronos rocket, I can't launch into a parking orbit, I need to take over some of the second stages dV for the kickstage to reach the moon and I can only light it once. This singular ignition is needed to achieve orbit in the first place, so it needs to be a direct ascent flight profile. Without eyeballing it, how do I determine when to launch?
  3. I am playing an RP-1 install from Baikonur and am at a point where I have the launch capability of reaching the moon. I already accepted a flyby contract to do so, but I'm struggling to find a way to actually get the encounter in simulations due to the limited ignitions. My booster has ~7.4km/s, second stage has 4km/s and the final kickstage has 2.5km/s, so dV is not a problem, I just need to time it right. But since Baikonur is at 46° inclination to the equator, while the moon is only at 20°, I struggle with getting into the same plane. A solution I thought off would be to launch just at the right time so my initial trajectory after booster cutoff would intersect the descending node, so I could match the inclination with the second stage burn. But since the DN only appears after liftoff, I can't seem to find the right timing. Is there something I'm missing? How do I get the timing right? Or is this approach inefficient/wrong?
  4. On some occasions, if I switch the scene, the stock toolbar icons, like contracts and the encyclopedia, duplicate themselves. Problem is: only the last one in the list works and they've grown so much that I can't access contracts in-flight anymore. Also, they fill out the entire bottom in the editor, meaning I can't use rp-1 for tooling or kerbal construction time for simulating. Is this known? I have a pretty barebones express install for RP-1 with near future stuff, bon voyage and headlines.
  5. Yeah the instance was created when 1.11 released since I liked the changes they did with RO back then. I started a new save recently though, just because I couldn't be bothered to upgrade to 1.12. I guess that's what you get for being lazy. But thanks for telling me about that, didn't know it was badly supported
  6. I startes a new RP-1 save and after reaching the point of building a new Launchpad, I wanted to immerse myself and build the pad with kerbal konstructs. Adding kerbal konstructs in CKAN, it recommendes some updates due to the instance being a bit older, and thinking yeah why not, I can't start science experiments anymore. The option is just gone when I rightclick them. Is there any way to see which mods got updated to check which one might be the culprit here? Or is it some kind of other bug that's not been caused by the updates? Modlist: Advanced Jet Engine v2.20.0 AlphaMensae's Modular Launchpads 2.2.0b Atmosphere Autopilot v1.6.0 B9 Procedural Wings 0.43.0.11 B9 Part Switch v.2.18.0 BahamutoD Animation Modules v.0.6.6.0 Click Through Blocker 2.1.10.18 Community Category Kit v112.0.1 Community Ressource Pack v112.0.1 Contract Configurator 2.1.4 Custom Bam Kit 1.1.22.0 Custom Pre Launch Checks 1.8.1.1 Distant Object Enhancement (+default cfg) v2.1.1.9 Docking Cam 1.3.8.3 Docking Port Alignment Indicator 6.9.2.2 Editor Extension Redux 3.4.3.5 EVE Redux 1.11.7.1 FAR Continued 0.16.0.5 Firespitter Core (+Ressource cfg) v7.17 FMRS Continued 1.2.9.3 Hangar Extender 3.6.0.1 Harmony 2 2.2.1.0 Kerbal Alarm Clock v3.13.0.0 KER 1.1.9.0 Kerbal Joint Reinforcement Continued v.3.5.2 Kerbal Konstructs v1.8.5.0 Kerbal Renamer v1.5..0 Kerbalism 3.16 Kerbalism RO cfg v1.2.7 Kopernicus release-1.12.1-139 KSC Switcher v2.1.0.0 KSP Community Fixes 1.22.2 KSP Wheel 0.16.14.33 KSPBurst v1.5.5.1 MagiCore 1.3.2.3 MechJeb 2 2.12.3.0 Modular Flight Integrator 1.2.10.0 Module Manager 4.2.2 ModuleDepthMask 1.1.2 Patch Manager 0.0.17.5 PlanetShine (+default cfg) 0.2.6.6 Procedural Fairings v6.3.0 Procedural Parts v2.4.3 RasterPropMonitor (+Core) v0.31.7 RCS Build Aid v1.0.6 Real Antennas v2.1.1 Real Fuels rf-v13.6.0 Real Plume v13.3.2 RSS v18.5.0 RSS Textures-8192x4096 v18.6 RealChute v1.4.8.2 RealHeat v5.1 RO v14.10.0.0 RP-1 v1.11.6.0 RP-1 Express Install v1.0 Recovery Controller 0.0.4 Restock (+Restock+) 1.3.3 Retractable Lifting Surface Module 0.2.1.1 RO Engines v1.10.1.0 RO Library v1.4.0 RO Solar v1.1.1 RO Tanks v2.6.0 RO Capsules v1.10.0.0 RP-1 Graphics Medium Res Express Install v1.0.0.0 RSS DateTime Formatter v1.10.1.0 RSS Visual Enhacement Low Res 2.1.4 SCANsat v20.4 Scatterer (+ default cfg +sunflare) v0.0838 Ship Manifest 6.0.6.0 SmokeScreen Extended FX Plugin 2.8.14.0 Solver Engines plugin v3.14.0 Staged Animation v2.0 SXTContinued 0.3.29.5 Test Flight v2.2.1.1 Texture Replacer v4.5.3 Textures Unlimited 1.5.10.25 Toolbar 1.8.0.5 Toolbar Controller 0.1.9.8 TweakScale Redistributable v2.4.6.16 Ven's New Parts (+Core) v1.16.0 Waterfall Core 0.9.0 Zero MiniAVC 1.1.0.2
  7. Yes. If I start up tthe game it says ressources are missing, but it's okay if I hadve a planet mod, which I thought was Beyond Home?
  8. I wanted to set up Beyond Home in 1.10.1 and I thought I figured everything out, but after launching the game and starting a save, the gound is completely white and without real textures. I am new to modded, so I don´t really know what you might need to help me, but I will send it if you tell me what you need. Thank you
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