Mokmo
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Everything posted by Mokmo
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I don't know if it's in the newest build, but here's a suggestion: in the manoeuver planner, for the fine-tuning section, could we get a distance field for the approach to ships, like we have for the periapse with planets ? I always need to change that node because it's actually too damn precise... Also: one out of maybe 4 or 5 landings end up having a higher suicide burn timer than time to crash. i take over when that happens, but it's still scary.
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464 degrees West? Is that normal?
Mokmo replied to reilem's topic in KSP1 Gameplay Questions and Tutorials
I get that a lot, it's either -added 360 to the right direction ( like 400 W instead of 40 W) -counted the thing in the wrong direction altogether ( 320 E instead of 40W) it's a bit of math to solve this and it's annoying when circumstances need you to do it more quickly than your brain can. -
A Refueling ship attached to my somewhat huge attempt at an interplanetary ship. (The refueler itself could probably do the job lol) Jeb's in command! Almost crashed into it when i brought him in... A little hommage to Scott Manly's work, landed on Minmus with a lander that looks very much like what he uses in his reusable space program. And a giant kethane rover! which i will redo very soon simply because Kethane 0.5 has a new part that can mine 4 times as much with only 3 times the power need of the original drill
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Thanks guys
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So i finally got the flag i actually want to plant (and post a screenshot because it's worth it!). Thing is, it seems that changing the flag on the flagpole does absolutely nothing for those already in space (the lander i use has been up there since 0.19). Is there a way to change the flag to be planted ? I can do some save file editing if needed, but i just want to make sure i'm not missing anything. And if it's save file editing, what do i look for ?
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I do use the infinite fuel for repairing what some mods updates do. Lately it's mostly been moving my kethane mining rigs to new spots as the 0.20 fix reset the map, then Kethane 0.4 did again and once i install 0.5 it will again (hopefully for the last time according to its maker).
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Putting them on rails makes them a few orders of magnitude easier on the CPU
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My routine whenever getting to a planet now includes "is the ship in the right inclination?" an orbit in the wrong direction being one at 180 degrees, it takes very little energy to change it if you do it as soon as you're in the planet's sphere of influence. obviously it would be easier if we could know before reaching it, but even then exiting/entering a SOI sometimes ends up giving you very different predicted trajectories than from where you were before...
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
I'm not near the game to test this, but is crossfeed enabled on your docking ports ? At least you have a tank on the converter's stack, you can still make a manual transfer. -
Tried KSP 0.20 and I like it.
Mokmo replied to ThePyrateCaptain's topic in KSP1 The Spacecraft Exchange
yeah it's a mach effect. basically you reached terminal velocity and you're fighting against the atmosphere -
Show off your Kethane Mining Designs!!
Mokmo replied to Amphiprion's topic in KSP1 The Spacecraft Exchange
i can never find a spot that's less than 3 degrees inclination on Minmus, how in the world did this stand ?... -
StaboJet VTOL Single Stage to Anywhere!
Mokmo replied to MeticulousMitch's topic in KSP1 The Spacecraft Exchange
Sorry to ask but... What would be the best climb profile for this ? I wasn't able to rech orbit with either the Classic or the Munar. The nuclear engine isn't powerful enough to finish the job once the jets flame out. -
Why is the estimated time for NERVA burns aways so wildly off?
Mokmo replied to johnnyhandsome's topic in KSP1 Discussion
(And now i understand why it was a bad idea to change that stage right before running the node...) -
Somehow i can only imagine a Kerbin crawling around the structure as i've noticed you've put some ladder steps all around the thing. How many parts in this ? 150-ish ?
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Mokmo replied to Normak's topic in KSP1 Mod Releases
it seems the Angara nuclear engine has been removed from the set... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Mokmo replied to Tiberion's topic in KSP1 Mod Releases
keep seeing the parts pack mentionned on the forums... i'd love to try it when it's ready! -
Something tells me you play Eve Online...
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I knew gravity was messed up around irregular objects, but that the games models that too ? wow.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
I have Kerbal Alarm Clock installed and somehow i see the debug console whenever i hover some scheduled items... kinda strange... Quick Edit: It's whenever i have the debug console switch to on, it also prevents me from opening/ closing the alarm clock. Edit 2 : Aaaand it's gone, just don't put 2 on the same ship -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
I put the debugger on a ship, launched it and toggled the option. I'm not seeing anything, where should it be ? do i need to be in orbit ? edit:(fresh install of the whole add-on) -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
so now a 16000 unit large kethane tank weighs 16 more tons ? That might make some of my miners unable to take off lol. But i'm glad you've finally updated the whole thing, although it's a guaranteed deletion of the old maps just as i had finished putting some beacon landers on the biggest deposits after finally accepting that i was going to lose them no matter what. But it's twice the Fuel/Oxi/Mono per unit! I'm ok with that. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Mokmo replied to Majiir's topic in KSP1 Mod Releases
Although i lost all my maps in the update, everything works fine now. And one of my old spots just happened to havea 400000 deposit right underneath it -
I'd love to hear how it turned out.
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I don't know what's wrong with SpacePort but it put a version that doesn't have the Part{} wrappers on your download page...