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bigyihsuan

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Everything posted by bigyihsuan

  1. Is there a way to change (via ModuleManager) the "snapping" of the size selectors in the VAB? Currently, the "big" snaps for the size selector are 0.625, 1.25, 2.5, and some others larger than that. However, I frequently use 0.9375m, 1.875, and 3.125m parts and it's annoying to have to use the "small" snaps every time I want to use those sizes. (1.875m is especially egregious since it's a stock diameter size now.)
  2. I got around MJ PVG not liking the stage and a half by turning off auto-stage on launch, letting the skirt auto-jettison, then turning auto-stage back on it's still really finnicky though
  3. Quick question: What launcher family do you use most frequently? How about upper stages? In both my career saves, pre-moon landing, I use the Titan/Prometheus launchers by far the most. Simple launch instructions that is (mostly) compatible with MechJeb ascent guidance, and simple construction. If you need more oomph just slap on longer SRBs and/or a second upper stage. Post-moon landing though I switch over to the Saturns/Sarnuses as my main choice. As for upper stages I use the Agena/Belle series by far the most. Extremely reliable, that one, at least 2000 m/s dV every single launch I do. It's extremely useful for spamming those small probes and relay sats I keep sending up. Post-moon landing I use Saturn/Sarnus and Centaur/Inon upper stages.
  4. Speedy Boi 2 and Speedy Grill Manned Docking Maneuver: "When Boi Meets Grill" Speedy Grill pushing the Speedy Boi 2 capsule home due to a staging mishap with the Boi's service module:
  5. What do you suggest for people that want stock/Restock/SSPR/other, non-BDB support? Remove the BDB parts of Magpie?
  6. I have BDBNIC, Magpie Mods, and Bella_TU (and their dependencies) installed and I'm getting some nasty z-fighting on the long Agena tank on Agena B and GATV, but not Agena D:
  7. Is there a current fork to BDBNIC for the new BDB-1.10.1 update? The latest I can find on CKAN is from pre-1.10 and probably won't work with the new Saturn parts and such.
  8. As far as I know there is no single document that outlines the options for MechJeb2's Prime Vector Guidance; most only go over the basics of getting to orbit and not much else. Specifically, I'm looking for information about the Attach Altitude option, and "Launch to LAN" and similar buttons. Here are the guides I've found: KSP-RO's RealismOverhaul guide KSP-RO's RP-0 guide, which doesn't go into enough detail as I'd like Unofficial BDB Wiki's guide MechJeb2 Github Wiki which links to a 404 page for more information about PEG. My questions in particular are: When and how should I use the "Attach Altitude" option? Can I use it for lofted trajectories? What is the abbreviation "LAN" in "Launch to LAN"?
  9. I got the film-return contract that follows the Keyhole/Spyglass missions and I've been having trouble getting the results from the camera experiment into the sample return capsule without a Kerbal. I saw that there was a "Collect All" action in action groups for the return capsule, so I set it. But, when I used it, it didn't work. I did the following: Launch the thing into orbit. Run the camera experiment. Press action group 1 to "Collect All". Expected: The return capsule should have the results from the camera inside. Actual: Nothing happens. Is there something wrong going on here?
  10. Love the Gemini-derived Moon program, it really makes you scratch your head when trying to use hardware not meant for the purpose, hehe Looks like you're doing a multi-launch approach, where I just shoved everything onto a massive Barbarian rocket and did it all in 1 launch. I look forward to seeing you doing the landing!
  11. Thanks, I'll try it out next KSP session since the load times are so long lately. In other BDB-related issues, this is the third time that I've had the LM docking port "stick" to the CM engine bell and somehow dock to the engine bell (when the engine definitely doesn't have a docking port). I have a mod that plays a sound on docking, and I heard it play just after opening the petal adapter, and not getting the CM moving forward in time.
  12. I dunno what mod is causing this but this keeps happening to me lol, I need to track down which (probably BDBNIC needs an update, if there is one) EDIT: I didn't read and Aryam's BDBNIC (https://github.com/Araym-KSP/BDBNIC) is for the dev branch, my bad EDIT EDIT: Maybe it's Bella-TU, who knows
  13. I was forgetting what name this mod was, and I've finally found it again. Could we get it on CKAN (or have its CKAN entry updated)? I'm on 1.12 and looking at mods compatible back to 1.9, and I'm not seeing it in CKAN when I remember it being on there.
  14. There's an active pull request on the Github repo for the Tantares mods, albeit with Proton support being broken: https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/pull/54
  15. Iota Mission with Prometheus-derived Technology This mission was just an excuse to use the Herakles parts and the Dona lander. Plus I hadn't unlocked Sarnus parts yet. https://imgur.com/a/lXfkEvq Selected images:
  16. Seems like the patches in ModSupport assume that all the patches in Patches exist, based on the NFEx and hypergolics error. You'd probably need to fix a whole lot of patches to completely remove hypergolics. I personally don't mind the new hydrolox, methalox, and hypergolics patches, they make it a bit more interesting to use engines.
  17. The Patches folder has a few things: the hypergolic patches, B9PartSwitch patches for tanks, some experiments for the early game, resource definitions, and perhaps most important for this question, the patches for reassigning the BDB contracts to the correct tech nodes. You could probably get away with deleting everything but the Contracts folder in Patches, though I don't know how much that would break.
  18. Here's the log from my latest play session: https://file.io/ffxaUFuLCcXU
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