Sokar408
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Everything posted by Sokar408
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Hotkey for "add orbit" to maneuver node?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Awwwwwwwwww -
[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Sokar408 replied to toadicus's topic in KSP1 Mod Releases
Is there a way to reset VOID? For some reason the menu won't come up when I click the button in the VAH, and I suspect I might have accidentally moved it outside the display. Also is there a way to display DeltaV on other bodies then Kerbin/Space/Whatever its showing in the VAH HUD?- 577 replies
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Ohhh man that is soo what I thought. What makes the game so great is exactly that you learn while playing. I'm sure there is more to it in real life, and its one thing to do stuff with maneuver nodes, and another to actually calculate, but still it gets you to understand things in a way that I'm sure would make learning actual calculating a lot easier.
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How do I know if a module is upgraded or not, and where do I see which nodes upgrades what modules? :S EDIT: Found it on the frontpage. I still think it should be clearly stated somewhere in the game though. Also, could you please take the time to tell me what radiation actually does? I can see that crew has life time doses in the persists file, so I assume it does something but what? Does it kill the Kerbals X level of exposure, and if so, what level of exposure, how do I know if a Kerbal is getting close to it, and how do I lower the dose?
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I have noticed that the spherical tanks never actually appear in the game itself. I seem them in the mod folder, and I do have the tech for it, but they are just not there. What gives?
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I have two huge problems with this mod atm. For some reason the only thing required to build stuff is RocketParts, even though the crafts in question takes many types of fuel as well. However my main problem is that build progress seems to be stuff on 0%. Atm the orbital construction vessel is controlled by a probe core. Am I required to being in a capsule with crew to make the build process start, and if so, does stupidity and courage play any role?
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I might have a bug here to report, though I don't know if Mechjeb is the course, it just seems most likely considering Mechjeb is the only mod I use that actively takes control of crafts. Basically I launched a stack of small vessels, and when I detached them from each other, some but not all control inputs would effect all the different crafts. For example if I was controlling vessel one to turn left, every other vessel from the stack would turn left as well. it seems that to be related to the engines somehow. Even after one of the vessels lost its crew (and had no probe control), I was able to control its turning, however I couldn't speed up or down. If this is not Mechjeb, but someone else has had this problem, please let me know what you did to fix it, as its practically impossible to play like this.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
Using cos relations, you can easily calculate the orbits for optimal spacing between satellites, if you are as OSD as I xD -
[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Sokar408 replied to BahamutoD's topic in KSP1 Mod Releases
Hate to ask twice, but its been a week now, so I'll dare to be bold (pilot) "Baha, beyond the animation fix, are you working on any additional parts for EPL (or any other mod)? Your work is so exquisite, and I'd love to see more" -
Alright, so whats happening now is that when the Decay Heating has been on 0.00% for a while (presumably getting completely down to 0), it will say "EVA Maintaince required", and after that I can restart the reactor. I also, despite my expectations, figured that one of the things that confused me (why Thermalpower didn't seem to drop when the reactor was off), was ofc because it wasn't being used, and this being KSP and not real life, the resource ofc stays. It would see it was a bad install of something. I'll check my science satellite and see if that thing still has problems EDIT: Oh and to be clear. Science in Interstellar, is the same vanilla science, and if so, how do you update parts?
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All 3 folders has been deleted, and replaced by a newly downloaded version. I'll check it it changed anything now, though I just noticed that KSP Interstellar uses ModuleManager_1_5_6.dll, where as some of the other mods I use, uses the 1.5.7, and therefore I don't have 1.5.6 present in the folder. Could this be an issue?
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2.5m "Aegletes" Fission Reactor, and as of right now my test vessel has 4750 Electric Charge, 3000 Thermal Power, and 20000 Megajoules... Which makes no sense to me, considering the reactor is suppose to be off. Under status is reads Decay Heating (0.00%) Under Core Temp: 1674k Yes, I have tried both. The button for tritium breeding is completely gone aswell. I have tried making a new vessel with a manned pod, instead of a science lab (With kerbals to EVA) and a probe core, but I get the same. I turn off the reactor, and it will never turn on again. Further when its online I see the weirdest things. The megajoules will be full all the time, until suddenly it will completely drop, with no change in apparent activity, and no change in the electric generator. I'm hoping I'm just a moron who can't figure this **** out, but it seems more like I'm experiencing some sort of bug
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This might be the dummest question ever... But where the hell do I view how much KSPI Science I got? Also for some reason I can't seem to turn on the Nuclear Reactor, after EVA shutting it down. And how the hell does radiation work? I am just one big question mark over here. And yes I have read the wiki. https://github.com/FractalUK/KSPInterstellar/wiki Please someone help me
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
Anyone ever told you how much a boss you are? -
[0.23.5] Procedural mod resource storage parts
Sokar408 replied to Eggman360's topic in KSP1 Mod Releases
This looks amazing!