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Everything posted by bigyihsuan
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New manned Mars landing architecture just dropped, I wonder if it's possible to recreate with mods?
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This is the last time I did a Lunar Gemini. I modified the lander a bit to add surface experiments.
- 466 replies
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- totm jan 2022
- bluedog
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There's always taking a Titan, tacking on a Centaur, and slapping on larger SRBs The mission profile I run is this: Launch the lander to the moon of your choice, with an Agena transfer stage. Park it in orbit around the moon. Launch the lunar transfer module, which is a Centaur D with a GATV passive docking port on top of the avionics unit. Launch a Gemini capsule. rendezvous, and dock with the Centaur. Transfer to the moon. Once in lunar orbit, rendezvous with the lander. Undock Gemini from the Centaur, dock to the lander, transfer crew. Then dock the Gemini back to the Centaur. (optional) Detach the Agena and begin deorbit. Land on the moon. Return to orbit. Gemini-Centaur rendezvous with the lander can, dock to it, transfer, dock back to the Centaur. Dispose of the lander, leave lunar orbit back to Kerbin. Reenter, and enjoy. The first time I did it I had a Titan LDC launch an Agena-Centaur to orbit, but I found that was massively overkill and you could use just the Centaur instead.
- 466 replies
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- totm jan 2022
- bluedog
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The fun part is actually needing to do Lunar Gemini if you wanna land on the Mun Thankfully Lunar Gemini has enough dV to do either Mun and Minmus Follow history and spam science probes into every corner of the system as launch windows come up. Considering you've got Mariner at this point, you should be somewhere around Gemini and its lander (tier 7). Use that, slap a bunch of science parts, bring some deployable surface experiments if you've got the DLC, and go to town.
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- totm jan 2022
- bluedog
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KSP is crashing directly to desktop when focus-viewing Jool, while a maneuver node is active, with a transfer into Jool. The game doesn't open the usual Unity crash handler window, it just closes instantly. KSP.log, and mod list: https://gist.github.com/bigyihsuan/3c5917efa57645db83a54e51ab36aec1 Direct link to the KSP.log: https://gist.github.com/bigyihsuan/3c5917efa57645db83a54e51ab36aec1/raw/12c754a2a9641dc1a1d245210939b43de707948b/gistfile1.txt I note that the bottom of the log has many lines similar to the ones below, right before KSP crashes. [LOG 23:20:19.740] CheckEncounter: failed to find any intercepts at all [LOG 23:20:19.741] CheckEncounter: failed to find any intercepts at all [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 1 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 2 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 3 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 4 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 5 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 1 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 2 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 3 [LOG 23:20:19.757] [PR] MechJeb wrapper.Active 4 I've found multiple threads (Reddit thread, another Reddit thread) and all say to set LEGACY_ORBIT_TARGETING to True in the settings.cfg? What does this option do?
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Nice, what changed?
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Another fix is going into the MandatoryRCSPartPack/Parts/RCS_RV105Variants/DepreciatedRV105Fix.cfg file, and editing the path to the RCS texture. Change "@texture = rcs, Squad/Parts/Utility/rcsBlockRV-105/rcs" to "@texture = rcs, Squad/Parts/Utility/rcsBlockRV-105_v2/rcs". Note the added "_v2".
- 173 replies
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- reaction wheels
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I want to be able to build really really tiny probes in my JNSQ game. When I say small, I'm talking cubesat/SpaceX rideshare small: Are there any mods that would let me do this? (I know RP-1 has their probe core system that lets you stuff a bunch of things into a single probe core, but I don't know what mod that is)
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[1.12.x] Launch Numbering Templated
bigyihsuan replied to linuxgurugamer's topic in KSP1 Mod Releases
How compatible is it with Kerbal Construction Time? I had multiple different versions of the same-named ship and it considered it the same bloc. -
I've managed to get the engines surface attaching with the following patch: @PART:HAS[@MODULE[ModuleEngine*]]:FINAL { @attachRules[1] = 1 &attachRules = 1,1,1,0,0 } However, some modded engines have their "grab point" in the middle of the part, as seen below. The left engine is a correct Restock engine, but the right one is an incorrect BDB engine. Is there a way of fixing this?
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totm nov 2023 SpaceX Discussion Thread
bigyihsuan replied to Skylon's topic in Science & Spaceflight
I wouldn't trust it just yet. -
I see, thanks! So Kerbin (and other aired bodies) will have their losses/multipliers reduced, but everywhere else will be in line with the rescaled multiplier (subtracting getting to LKO).
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I'm using the JSNQ_Rescale10x addon patches and trying to make sense of Astrogator's dV readout. It says that it takes ~8554 m/s to Kerbin orbit. The provided, stock 2.5x dV map says it takes 4900 m/s. The rescale factor of stock JNSQ is 2.5x, so its dV values should be sqrt(2.5) = ~1.58x as much as 1x scale (4900/sqrt(2.5) = 3100m/s). (which is accurate, though undershooting it a bit. The community dV map says it takes 3400 m/s to orbit.) The difference in scale between stock JNSQ and rescaled JNSQ is 10/2.5 = 4, so the dV should be about sqrt(4) = 2x as much. But, getting to Kerbin orbit, using the 4900 number, says that it takes 9800 dV to get to low orbit, while Astrogator (and experience) says you need less than that. Is there something going wrong in my calculations?
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I'm wanting to make a MM patch such that all engines are surface attachable, like the engines in ROEngines. I also want to make a copy of the top node (or move the bottom node) so that I can attach interstages to engines close to their attachment point, rather than to the engine bell. Currently, I have this. It (should) set the attachRules such that it will allow surface attachment to other parts, and moves the bottom node to the top one. Would this work? @PART:HAS[@MODULE[ModuleEngines]]:FINAL { @attachRules = 1,1,1,0,0 %node_stack_interstage = #$node_stack_top$ }