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KSP2 Release Notes
Everything posted by Vorg
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I am playing around with boxSat and this module and found something strange. With the top 3 slots in filled with tanks and the 4th the control module and then the payload box below with the engine. This puts the 3 tanks modules well above the COM. Yet the DCOM is above COM. When the tanks empty, COM should move down, not up.
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Center of Mass Marker Overhaul
Vorg replied to Starwhip's topic in KSP1 Suggestions & Development Discussion
I'm sure this has been pointed out before by now, but because of the way these balls seem to float around the craft, it is very hard to make proper use of them. Just by moving you POV a little bit, They appear to be moving around the craft. And because the mas is often away from the thrust ball, it's hard to tell how they line up. They need to be translucent blades so you can see how they intersect with the craft and each other. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Vorg replied to DasPenguin85's topic in KSP1 Mod Releases
No, Remote tech is one I'm not using. BoxSat vA.02d Chatterer_v0.8.1 CTNsnacks DockingPortAlignment_4.0 KAS_0.4.10 KerbalAlarmClock_3.2.3.0 KerbalEngineer-1.0.15.2 KSP-AVC-1.1.5.0 MapResourceOverlay.0.2.9 MechJeb2-2.4.2.0 ModuleManager-2.5.6 NavBallDockingAlignmentIndicator PreciseNode-1.1.2 RCSBuildAid_v0.6.1 SCANsat_v9rc4.1 Snacks.v0.3.3alpha SnacksPartsByWhyren StageRecovery_1.5.3 Toolbar-1.7.8 Trajectories-1.1.3 TransferWindowPlanner_1.2.3.0 On another note, last night I made a sat with a frame between 2 FL-R25 tanks and a pair of O-10 mono engines so that it would have enough thrust/Dv to put it in the high mission orbit only to have the thing spin every time the engines fired. Just spent a bunch of time trying to figure out was was making it off balance. Expermented with/out the side panel and tried the blowoff version. According to RCS build aid, the problem was any time I put any of the modules in the box where they belonged. Even the BoxSat engine was proper when mounted outside, but when used with the cargo box to give a bottom attachment ball, it was out of wack again. Then I found this back aways in the thread: I always viewed reaction wheels as an option to or to work in tandom with RCS thrusters for when you want to rotate the craft, not to keep it from rotating because of poor balancing. If I put something big on one side and small on the other, I expect it to have problems and would look for way to balance it. If you build a larger craft, you ether need larger wheels or more RCS thrusters or both. But when everything is built center line and the craft is so tiny.... So it seems the access panels make it even worse. I would have expected that they would have helped to make the base box balanced. But it instead, they seem to add to the off center mass caused by the modules inside. So the basic box is blanaced, but the panel and the modules both through the mass off center in the same direction. Could we get a second attach ball on the blow hatch for attaching on top of rockets? would make it a ton more useful. -
Trying some other option in MJ last night to align a polar sat orbit with the one requested by the mission. I had a polar orbit, but started at the wrong time, so looking down it was off by 90 degrees. Looking for a burn to fix it, I would have needed at least twice what I had. In one of the MJ options I found one about moving the AP and PE and it looked like what I wanted, but it request data entered in minutes.seconds where the mission provided the requested orbit in degrees. Any way MJ could get an input format option to select between the two?
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Vorg replied to DasPenguin85's topic in KSP1 Mod Releases
The 3 antennas with this mod seem broke. In hanger in career mode, the option to extend them does nothing and in flight the just says "locked". They also are not even reconized as antenna when trying to transmit. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Vorg replied to DasPenguin85's topic in KSP1 Mod Releases
There are 3 antennas with this mod, but they don't seem to function. You can't extend them in the VAB or out side and when trying to transmit with just them, you get a message there is no antenna. Also, do the science parts have any advantage other then looks over stock parts? Because They are larger taking a full bay for each sensor. Can they store more then one reading at a time or something? -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Vorg replied to tgruetzm's topic in KSP1 Mod Releases
hmm, Thought it said another mod was needed. Maybe I got it confused -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Vorg replied to tgruetzm's topic in KSP1 Mod Releases
I was looking at adding a green house, but don't want to add the rest of the required mods to make that work. Too many mods installed already. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Vorg replied to tgruetzm's topic in KSP1 Mod Releases
Which folder does the contents of CTNsnacks.zip go in? -
I would like to see a resource system built in to give reason for bases.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Vorg replied to tgruetzm's topic in KSP1 Mod Releases
Was just poking around while my computer is in the shop and found this. I like the idea of requirements for basic supplies, air, food, water, etc.. But I like a more laid back game. So this is nice. On the matter of long time in space, Sometime ago there was a green house module posted that was I think about the size of the lab and opened like a Jr.. It was ment more for providing air I think, but it would be perfect for space station, long haul ships and bases for producing snacks. It was partly solar powered, but also use electric. Just make it use more electric the less solar there is. Maybe allow in flight adjusting of the production rate to save power when not as much snacks is needed. Maybe kerbals just hybernate if they run low on air or water.... -
Details on how the new science works
Vorg replied to PTNLemay's topic in KSP1 Gameplay Questions and Tutorials
I'm a bit confused about the lab also. Do you have to move the experiments by EVA even when both the lab and the Jr are part of the same ship? I built a ship to send to Minmus but while still in orbit at Kerbin I tried the Jr and it picked up a bit more. I ran it through the lab and saved it for when I return to Kerbin, but when I reset the Jr, it deletes the experiment. -
What is displayed should come from the same cfg file the game uses so you don't get these screw ups. Something I've noticed in a lot of online games. Even Eve does or did it wrong. They put data for the same thing in several places and then have to change every place instead of putting the data in a common place which would then update every place that uses it at once, but would also allow changing it on the fly while the severs are running instead of having to wait for a restart to apply changes.
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I have read that the devs have shelved/put on back burner a resource system to work on adding multi player mode saying because it is popular. Well, kathane mod is popular too and while an MP mode might be nice, I would much prefer they stick more to the original plan and put the resource system in first.
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I noticed the second tier antenna is only .6Mits/sec while the first is .8. .8 is more then .6. The DTS-M1 not only seems to have LESS bandwidth, but also pulls 50% more power and is 6 times heavier. So how is it better? And the 88-88 is only .36Mits/sec. Nearly 1/2 16 and twice the power and 5 times the mass. So how is it better then the first two? The 16 has the highest data rate, lowest power consumption per packet and lowest mass.
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dll'd the full version last night but didn't look real close. Just switched to the lite version and noticed something. The dual air intake is nearly 20 times the mass of the micro dual, but only ~3 times the air intake?
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A bit confused about this thread. Today I got the spaceport versions linked from the old thread and it sort of worked. But the largest track just mostly sputters and moves very slow if at all. Also had problems connecting it to things and connecting some items to it. I downloaded the dropbox file in the op of this thread, but it seems to be the same file I got from the space port.
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Do you get the same amount as returning the goo/jr if you empty them using the science pod and reset, but don't transmit? So can you reuse 1 goo pod for several runs if you store and reset vs bringing a bunch of goo pods?
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From what I have read, the lab was a big botch. It is a lab. It should provide a lot more then a wimpy 15% boost of the slashed transmit value. The transmit value is so greatly reduced that basicly all the lab does is say, yep, that is an experiment, send it. It doesn't do any science. And then you have a 40% cap on top of it all...
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Is there a way to know how many parachutes are needed for a given mass? Also, there are 2 chutes that are listed as being twice the size, but have the same drag.