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blizzy78

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Everything posted by blizzy78

  1. Please post the craft file. Also, is your MJ up to date?
  2. Why would there be a need to audit a mod completely over and over? It suffices to only audit the changes that have actually been made. In the case of releasing a hotfix to restore KSP update compatibility, the changes are usually quite small.
  3. I always aim for 1.6-1.7 TWR at launch, with the dV necessary to get into orbit. To go places I usually use a transfer stage, but as far as the lifter is concerned, that transfer stage is considered payload.
  4. I take it you don't want to use auto-hide, but want to hide on demand? Sounds good.
  5. This is the craft I had been building: https://www.dropbox.com/s/fi4a9jmij9jnsbz/350%20t.craft It uses only MechJeb, StretchyTanks, and the NovaPunch engines as suggested by the calculator.
  6. That is not what OP was asking. The formula is pretty simple: thrust1 + thrust2 + ... IspTotal = ------------------------------------- thrust1 / Isp1 + thrust2 / Isp2 + ... So in your case, the combined result would be an Isp of 383.87. The total thrust is simply the sum of all single thrusts, thus 170 kN in your case.
  7. I'm with sarbian and Greys here, in that people tend to not read messages. The issue must be forced. ... or other mod authors... *cough* NavyFish *cough*
  8. Especially for docking maneuvers NavyFish's Docking Alignment Indicator plugin cannot be recommended enough. Chase camera is definitely a good recommendation, but with the plugin you won't need it as much.
  9. I'll post my craft tonight when I get back from work. I can't comment on the LF/OX ratio in StretchyTanks, I still use the original release 1.2.2, not the StretchySRB continuation by NathanKell.
  10. The problem is that spacebar activates the next stage (see staging list in the bottom right of your screenshot.) But when you have anything inside the "Stage" action group, that stuff is fired as well, every time you press the spacebar. So usually you don't assign anything to that action group.
  11. Always, always post the relevant part of your output_log.txt.
  12. If you are talking about the "Toolbar Plugin Update Available" button, that is intended. It just opens a browser window. I'm not the author of the AutoAsparagus plugin, nor can I comment on its features.
  13. I can't load that because it uses some parts I don't seem to have.
  14. Yes. With the settings you entered into the calculator, it would be 350 t payload + 1983 t lifter = 2333 t total
  15. This seems to work fine for me (click for full image). Perhaps you didn't set up fuel lines or stages correctly? MechJeb must have gotten confused, so I did it again. Now I have the correct amount of engines, and the dV is a bit lower. But everything seems to be correct.
  16. That is so wrong, I don't even know where to begin to describe how this statement makes me feel.
  17. Getting the ejection angle right is actually pretty easy, you don't need plugins to do that. To practice, you can try setting up a maneuver node to go to the Mun: Pull out the prograde handle, until you get a nice periapsis at the Mun. Then grab the maneuver node by its central ring and drag it back and forth along the orbit. Observe how the periapsis changes its altitude, becoming lowest at exactly the right point. Drag the prograde/retrograde handles again to compensate for dV requirements. You may need to drag the maneuver node along the orbit again. It's a bit of wiggling. When done, compare your projected trajectory with the current body's orbit. Notice how those are almost "parallel." That's what you need. (This image shows a trajectory going from the Mun back to Kerbin, hence the retrograde ejection. But the basic principle is the same.)
  18. Right, so. There seem to be a few attempts at making mod managers right now, but I don't have plans to join any of them. (Nor making one of my own, for that matter.)
  19. It should do so automatically, up to the maximum it can use due to it being a 32-bit application.
  20. The heading on your navball has nothing to do with it.
  21. The ejection angle is measured from a tangent at the current body's orbit. Check the right picture on http://ksp.olex.biz/
  22. Seamless updating is not possible from within KSP, because DLLs are hold on to by the game. They can only be overwritten if KSP is not currently running.
  23. Perhaps you can also post the exact settings you entered into the calculator (or just a screenshot ).
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