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KSP2 Release Notes
Everything posted by mockingking
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Removing mods and continuing a game
mockingking replied to mockingking's topic in KSP1 Mods Discussions
Thanks for that warning! -
Hi there, if I install a mod pack containing parts, then use those parts in a vessel, then uninstall the mod - can I still load my game? Will the vessel be missing those parts? Will the vessel disappear altogether? Thanks in advance for any elucidation.
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
mockingking replied to Pamynx's topic in KSP1 Mod Development
Hey, I'm having some trouble installing CivPop through CKAN. The error occurs on every attempt to install CivPop, even after a clean wipe of the entire KSP folder. Error as following: Any idea on what causes it and how to fix it?- 242 replies
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- civilian population
- revamp
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[1.12] Extraplanetary Launchpads v6.99.3
mockingking replied to taniwha's topic in KSP1 Mod Releases
No hurry. The borked bins keep me from playing ATM; so I'd rather wait a bit longer for them to be proper fixed than run into another unfortunate and sticky-to-explodey incident. -
[1.12] Extraplanetary Launchpads v6.99.3
mockingking replied to taniwha's topic in KSP1 Mod Releases
Any ETA on the next update release? -
[1.12] Extraplanetary Launchpads v6.99.3
mockingking replied to taniwha's topic in KSP1 Mod Releases
My recycler got stuck to debris and I have no way of getting it loose again. I tried moving in another recycler, but when I activated that one it also got stuck...and a few seconds later the entire vessel was violently blown apart, pieces flying off in all directions at very high speed (> 300m/s) and exploding on their own after some time. Help? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
mockingking replied to KospY's topic in KSP1 Mod Releases
Greetings! I am having recurring problems of the inventory buttons of parts and/or Kerbals no longer showing up; inventory windows closing automatically after one frame of being opened; and inventories losing their contents for no discernible reason. Might there be a particular cause to these issues? Much gratitude for any advice, enthusiastic inventory user and EVA attacher -
So what's the differences between USK and USSK?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mockingking replied to ferram4's topic in KSP1 Mod Releases
This, please. My stubbornness will only take me so far.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.12] Extraplanetary Launchpads v6.99.3
mockingking replied to taniwha's topic in KSP1 Mod Releases
I ordered a Kerbal into the Workshop in the VAB, but now that I'm in orbit I notice that I can't see his face in the corner, nor can I get access to him through the Workshop's right-click menu. What happened to the little guy? How can I get to him? -
[1.12] Extraplanetary Launchpads v6.99.3
mockingking replied to taniwha's topic in KSP1 Mod Releases
I sent up an orbital construction module with a full container of rocket parts, then docked another container and started building ships in orbit. Thing is, the rocket parts never deplete. Is this intentional? -
True enough, this all seems awfully complicated for what I thought to be a fairly simple problem. Is there really no more compact way of calculating *during the turning process* whether the ship needs to switch to deceleration in order to avoid overshooting?
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Rest assured, nothing is further from my mind than mucking with the people I'm trying to get to help me! Think of moving targets. If you plan a rotation (or a zero-zero intercept) in advance, but the target accelerates in whatever fashion, then by the time your manoeuvre is finished your target's position will no longer correspond to your heading (or new position). This necessitates the real-time calculation of the point of turnover from acceleration to deceleration, unless one tolerates a degree of inefficiency o.O
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Alright, thanks for the input. Let's expand. We now have strong relative velocity to start with, and both craft are subject to random bursts of acceleration - using any sort of pre-planned schedule won't do any good. Instead, we need to actually do some math to find out whether we should still accelerate the rotation towards the target or reverse it, based on our angular velocity and the thrust available. Gentlemen
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Let's say I have two spacecraft in...well, space. They have thrusters, RCS and a good lot of fuel for both. They're moving at a modest relative velocity, possibly with one or both of them accelerating a bit in whatever direction. Assuming they want to rotate to point their ships' noses at the other as quickly as possible, I suppose they would fire their RCS at full force to get some rotation going, then apply torque in the opposite direction from a certain point onward. How would the captain of one such vessel calculate whether that point at which the RCS thrust needs to be reversed has been reached? Thanks for any help!