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forsaken1111
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Everything posted by forsaken1111
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
forsaken1111 replied to ferram4's topic in KSP1 Mod Releases
Is that the same thing which causes my stock plane built with symmetry to suddenly veer off left when trying to take off? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
forsaken1111 replied to TaranisElsu's topic in KSP1 Mod Releases
That is a complicated question because transit times between bodies depend on how much Delta-v you can expend to shorten your travel time. The most fuel-efficient transfers are also the longest, with transit times of months or even years to distant worlds. With enough power in your rocket though you can get to the mun in less than an hour. I'd suggest using an unmanned test vehicle first to get a feeling for the transfer to your target. You can see how long it will take once you make the transfer burn. Actually you might be able to see it by using a maneuver node. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
forsaken1111 replied to TaranisElsu's topic in KSP1 Mod Releases
Early on I just brought as much of the craft as possible back to a safe landing to get the highest refund possible. Lately I have also been recovering spent orbital stages and transit stages, mostly for fun. I use KAS to slap on a few chutes and send them home for recycling. Fight the Kessler syndrome! But yes, if you want detachable life support just put on a decoupler to jettison all nonessential bits. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
In every case where I have successfully completed an orbit contract I have just matched my orbit line to the projected waypoint lines (and in the correct direction! I did a retrograde orbit once. Oops!) and it has worked for me. Once you are on the track the 2nd objective should go green and then you just have to neutralize controls for 10 seconds or so. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
forsaken1111 replied to Arsonide's topic in KSP1 Mod Releases
Hard to say but it seems like you haven't actually matched the orbit. Your orbit is a fair bit inside the required orbit. Raise your PE and AP a bit. Looks like you have the inclination pretty spot on though. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
forsaken1111 replied to TaranisElsu's topic in KSP1 Mod Releases
My consumables are all on docking nodes so that I can swap them. Each can has a miniature probe core, chute, and RCS. My resupply ship has 6 docking points for these supply pods and I fly it into LKO to meet up with the deep space science vessel or station, then I detach a supply pod and jet it over to dock. I detach the waste pod once full and drop it into the atmosphere to be recovered by my recovery plugin for a small refund, or I bring it back on the reusable resupply ship. Edit: Just be warned if you try to replicate this, docking the pods along the resupply ship has proven unstable sometimes during launch and requires some strutting. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
forsaken1111 replied to stupid_chris's topic in KSP1 Mod Releases
That wasn't intended to be aggressive, passive or otherwise. I was just expressing my distaste. As to the stream, I just mentioned it so you could check it out if you hadn't seen it. Was quite funny. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
forsaken1111 replied to stupid_chris's topic in KSP1 Mod Releases
So my only recourse is to manually click every chute? Yeah no thank you, I'll swap back to stock chutes until you make these behave normally.Dunno if you saw it but Scott's recent stream nearly ended in disaster because of your bugged chutes as well. Was quite amusing. -
Science labs require Megajoules, not Electric Charge. The only practical ways to power the lab are to either put a nuclear reactor onboard coupled to a generator, or to beam power from other craft via the microwave transceivers. Either way, solar power alone will be very difficult to use to power your labs unless the solar craft is in a low orbit around the sun. Even then, solar panels output Electric Charge, not MJ. To upconvert it to MJ you'll need to beam it from another craft. There is still no way to convert EC -> MJ on the same craft that I know of.
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And NOT pictured are the values from the magnetometer. But he said that science is all from stock and the magnetometer. You're assuming an unbalanced portion is coming from the magnetometer when in fact we have no idea from that picture how much did.My point was that the stock system is set up with escalating science rewards depending on the distance/difficulty of a body to reach. This mod follows the same pattern. If you dislike that setup, your problem is with the way the stock system works.
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That's nice, but I very much doubt most people care about whether or not hyperedit works well or whether you are using it correctly. The point here is that it can obviously be done as there is a picture of it having been done. In fact when I get home I think I will dedicate an hour or so to doing exactly what you claim is impossible based upon your 20 minute fiddling with a cheat mod.