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LameLefty

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Everything posted by LameLefty

  1. It's not. That's why I asked. The only log file that's easily located it KSP.log, which doesn't contain nearly the same amount of info. I'm trying to find out why a particular .craft file is causing the Spinning Beachball of Doom every time I fire a particular decoupler and so far I'm having zero luck.
  2. You won't. If you aerobrake carefully, you can do so with peak g forces rarely exceeding 6 - 7 for a couple minutes. While incredibly uncomfortable and physically taxing, it shouldn't be fatal.
  3. The thread title says it all ... anyone know off-hand where this file is located in OS X? Thanks.
  4. I haven't invested a whole lot of time but (for reasons) I just did a 100% scan of Minmus with the SAR radar and the Big Map doesn't seem to be showing anomalies (or orbit tracks, craft icons or anything other than the map itself, despite button clicks to the contrary).
  5. Yep. Totally agree. Or just modify your own .cfg files and do whatever you want. Given that Majiir and others have been actively developing kethane for a LONG time the conversion rates are clearly something that didn't happen by accident. Either way, it's a game - play it how you want and do whatever you need to make your experience satisfying.
  6. I just wanted to take a moment to say thanks to Gaius for this fantastic little mod. I had previously used TAC Fuel Balancer but found it somewhat cumbersome to use in practice, especially in larger craft and stations. I discovered this and decided to give it a try as a replacement; man has this made my fueling stations and kethane drilling operations so much more convenient! Thank you.
  7. KR-2L is based (very roughly) on the J-2X.
  8. Wow. That's way more complicated than what I've been using for a few months (which I also nicked off this thread a long time ago). @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore } }
  9. Actually, a user named OrbitalDebris has been doing that for the dev versions of MJ since around v.237 or so. He recompiled RPM and MechJeb2RPM and posts links in the MJ thread every day or so.
  10. Ditto. I really hope he simply creates alternative .cfg's for the FTmN series engines. I use them as-is for almost everything - the modeling, the textures, the thrust/mass/ISP balance ... all perfect for KSP. *sigh*
  11. It's hard to explain without math (it involves compressible fluid mechanics and thermodynamics). This Wiki article is pretty basic and light on the mathematics; it's not very technically specific in spots but it explains the basics fairly well. http://en.wikipedia.org/wiki/Rocket_engine_nozzle
  12. If it gets implemented that way, it should have substantially lower vacuum ISP with the nozzle retracted. The extension is there to prevent under-expansion of the exhaust in vacuum.
  13. I'm using a Mac too, and everything is working fine. Merging folders on a Mac doesn't work the same as it does on a PC, so that's likely the problem. The best way to make sure everything is where it needs to go is to open two Finder windows - one with your KSP GameData folder, the other with the contents of Astronomer's pack. Copy the files you want from Astronomer's pack and past them directly into the appropriate sub-folders located inside your GameData folder; just click, drag and overwrite individual files in each separate sub-folder. If you're careful, it works perfectly. Be sure to have a backup of everything first; if you're using Time Machine and run into a problem just roll back to a prior copy of your GameData folder from an hour or two earlier. If you're not using Time Machine or other backup system, create a backup of your GameData folder on your Desktop or something just in case.
  14. Land somewhere else on the Mün - there are multiple biomes (each major crater, the poles, the highlands ...); land at Minmus (easier to land and return, more complicated to get to because of the inclined orbit; also has multiple biomes); do suborbital hops all over Kerbin to hit more biomes there. You can totally max out the stock tech tree without leaving these three bodies. Most of all, have fun!
  15. Ditto. Astronomer allowed several of us to play with a preliminary version for a few days. Amazing level of care and detail went into these settings and textures. Just beautiful work all around. I wish I could give him more rep.
  16. Um, no. The "spaceship-animation" is nearly always STK (Satellite Toolkit), an industry standard and extremely detailed/reliable tool for real life space mission planning and simulation. Quality of the graphics are ENTIRELY secondary to the purpose of the software. http://www.agi.com/products/ Good news is there's a free, stripped-down version to try if you want to pretend to be a real rocket scientist.
  17. I love Aviation Lights and put them on every craft I build. Thanks for the work in creating alternate textures, Deadweasel. Variety is good. I did notice a typo in your Readme file. You refer to a folder in the directory structure as "Deadskins" when it's actually "Light Sets." Might be confusing to some. Anyway, thanks again. The pyramid texture is what I'm gonna be using.
  18. Nifty! I haven't landed a crew on Eve in my current save. I'd like at least the HOPE of getting them back to Kerbin someday.
  19. The biggest thing you need to do is not aim for that 80 km apoapsis on ascent. Laythe is smaller than Kerbin and has lower gravity. A stable orbit for Kerbin is anywhere over 70 km, so you can probably reach a stable ~60km-ish orbit with what you've got.
  20. I'm looking forward to sharing the link to your pack, Astronomer! LOVE those aurorae!
  21. I landed a Class D asteroid today from a highly inclined orbit. I was aiming for KSC but due to instability of my de-orbit stage, I was lucky to get it down on land at all. FYI, 36 parachutes weren't enough to land a 300 ton rock safely; all the parts on my parachute pods broke off and exploded except for the Claws. And this. Take a look at the velocity meter (it's about 15.6% of the speed of light): Already out of the solar system and headed towards infinity.
  22. Thanks a bunch for your hard work on this, Navyfish. Smooth sailing and following seas until you return.
  23. Gotta quick question for Sarbian, or any other MJ dev/contributor who may have worked on this part of the code - how does MJ calculate planetary transfer windows, and how does it compare to the way, say, Kerbal Alarm Clock does it? The reason I'm asking is this: I've spent the last several in-game days staging the components of a multi-part mission to Laythe in medium-Kerbin orbit. I docked the last segment last night, topped off fuel and monoprop in all tanks and components, and then asked MJ to plot a transfer burn to Jool. MJ gave me a burn of about 1930 m/s roughly 6 hours from the time I requested. By contrast, KAC tells me the window to Jool begins in about 66 DAYS. I decided something wasn't right here so I returned to the Space Center and quit the game. I reloaded it this morning and just for grins, I deleted the planned maneuver node and told MJ to calculate it again. This time, I got an estimated burn of ~1907 m/s but in 54 days rather than 6 hours. That's still 10 days sooner than KAC's alarm but at least within the range of reasonable if we presume KAC's alarm is an idealized lowest-energy trajectory point in the window. I know you guys have bigger fish to fry in the MJ world but any insight is appreciated.
  24. I watched a couple when Science!â„¢ parts were first introduced but generally I don't watch KSP vids at all.
  25. It's tricky but you can do it - just be patient. Use MJ where you can - for instance, you CAN use MJ to launch into the object's plane. You CAN use MJ to fine-tune that plane once you've reached orbit. You CAN use MJ's maneuver node editor to play around with that first big intercept burn until you at least get an intercept within a couple hundred km's. You CAN use MJ's maneuver planner to execute that manually-plotted burn, and you CAN use it again to plot and execute a fine-tuning burn to get within a few hundred meters once you're en route. Once you're close to the target, you CAN still use SASS or any other module you want to help with the approach. Personally I set the Navball to display the Target data, then just point retrograde at the target and slowly "brake-steer" my retrograde marker onto the target marker until I'm about 100m away and approaching at about 5 - 10 m/s. Then I'll rotate prograde and use RCS to make the final approach and capture. Anyway, it might take practice but Quicksave is your friend. Once you learn to do it, it's no harder than anything else in KSP.
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