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blizzy78

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Everything posted by blizzy78

  1. I've found the problem. I've accidentally extracted the mod so that the folder structure would be GameData\GameData\KOSMOS\..., while it should of course be GameData\KOSMOS\... My fault there.
  2. Press WASDQE to rotate by 90 degrees, press the same while holding shift to rotate by smaller degrees.
  3. For docking, I have written an in-game interactive docking tutorial mod (see signature.) Perhaps you might want to try this out. Moving crew between vessel modules without going EVA can be done using the Kerbal Crew Manifest mod.
  4. While updating my engine layout calculator (see signature) for KOSMOS 4.7, I noticed that some of the engines don't load for me at all. In particular, I can only see the RD-275K and the TKS RD-0225 under the "Propulsion" tab. Neither of the RD-33NK, RD-0146, or RD-0146-N2 are there. This is on a clean KSP install with no mods other than KOSMOS. I'm not seeing any errors in output_log.txt related to KOSMOS. I'd appreciate any advise. The file I've downloaded has these checksums: - MD5: F5CAD117A4DECB2258CB316EDDA7E8C7 - SHA-1: EB2E11845CDA08B34EC8E5A6F2A2B413A9204ACB 7-zip did not report any errors while checking the archive.
  5. I think the Subassembly Manager mod is what you are looking for.
  6. It's quite okay. MechJeb's problem since 2.0.9 is that it doesn't use SAS at all anymore. Instead it relies only on its PID controller, which leads to constant wobbling in addition to constant RCS fuel use. (Of course the same can be said about its attitude controller, which has the same problem.) I haven't tried sarbian's patch testbed releases to see if it got better, though.
  7. Regarding the rename vessel feature, I'd like to suggest a possible addition that could help with renaming vessels that are not within the physics load distance. You could queue up the rename in some data file, then when the player switches to one of those vessels, rename them, and remove the queue entry from the data file. Not sure if this would work, but it could well be worth a shot.
  8. When the break happens during launch, press F3 to see the flight log.
  9. Not sure what the question is here. 2100 m/s is most definitely not enough to make it to the Mun, land, and come back again. So take more fuel with to begin with?
  10. To disable it only for a single craft, you can also create a copy of the part.cfg, rename the part, rename it in your save file, and remove all MODULEs from the new part.cfg.
  11. The web site is not down. It is http://ksp.olex.biz, not http://www.ksp.olex.biz
  12. FWIW, I have made an in-game moon travel tutorial, perhaps you might want to try this out. (see signature)
  13. It all depends on what you're trying to accomplish. If you're going for a reasonable time frame, it's best to go for orbits that give you close encounters (shortest distance between the vessels on their orbits) quite often. For example, if the orbits of the two vessels are only 5 km apart, it can take a long time to timewarp to a reasonable transfer window. I'd recommend the target being at 200-250 km, and the docking vessel at a 100 km parking orbit (or vice versa.) Those orbits give plenty of transfer windows.
  14. I've also done a video-plus-text tutorial. See signature again.
  15. I have made interactive in-game rendezvous and docking tutorials, perhaps you might want to try those out. (see signature)
  16. You can also just put a rover on the ground - outside of the launch pad circle and the runway. Using this you can timewarp at the maximum speed. No need to launch a satellite.
  17. Thrust does not have anything to do with delta-v. Thrust is a measure of how much force your engine can produce. Delta-v, as explained, is a measure of how far you can go or how much velocity change potential your tanks contain. In that sense, it does not make any sense at all to say, "an ion engine has high delta-v." Only in combination with its high specific impulse and a given amount of fuel would it make sense to say, "this ion engine will make my rocket have more delta-v than that other rocket that uses an engine with lower Isp and the same amount of fuel" (of course implying both engines can use the same type of fuel.) There's a simple reason for this: The higher the specific impulse, the more fuel efficient an engine is, so the more delta-v is it able to produce with your tank's contents.
  18. I think the main problem people have when initially trying to understand what delta-v is is that its unit is in distance divided by time (m/s.) But in space, you just don't go somewhere and then stop. You're always moving. Moving around Kerbin, moving around the Mun, moving around Kerbol. Moving, moving, moving. But to go from a planet to another planet you will need to go faster to leave the source's sphere of influence. Hence, a change in velocity. To orbit the target, you need to go at a certain velocity. Again another change in velocity. So all in all, it's the best way to describe a rocket's fuel tank in quantities of m/s rather than units of volume or mass. (Come to think of it, for cars it would probably best to describe the tanks in units of distance. But that's another story.)
  19. Exactly. It might be possible to click the little buttons on the right in the map view, perhaps the mass is listed there, too. Because that's what "change in velocity" means - it is the potential to change your velocity. Imagine you're going forwards (whatever direction that is) at 100 m/s. Now to come to a complete stop (with respect to that direction), you need to change your velocity by going 100 m/s in the opposite direction. Hence, the stopping maneuver has a cost of 100 m/s. Or the other way around: To not only go at 100 m/s, but 200 m/s, you need to execute a maneuver that will change your velocity by 100 m/s in the same direction. That maneuver will again cost 100 m/s delta-v. So essentially delta-v means how far you can go, or how much maneuver potential your rocket has. Kind of like the volume of your average car fuel tank. Higher is of course better, but comes with the tradeoff of more mass to push.
  20. Actually calculating how much thrust you need given a specific payload mass is rather easy: thrust = (payload mass) / (desired payload fraction) * 100 * (desired TWR) * (gravity constant) For example, if your payload mass is 44 t, the payload fraction is 15%, the desired TWR is 1.7, and the gravity constant is 9.81 m/s, you would need at least 4892 kN of thrust: 44 / 15 * 100 * 1.7 * 9.81 = 4892 To save the tedium, I've made a handy engine layout calculator that can be used to produce central and booster stack layouts given a plethora of parameters. Of course, it's still up to you to assemble the boosters in an asparagus-style setup, and make sure you provide enough fuel. But that's easy enough when using the Stretchy Tanks mod.
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