Sokar408
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Everything posted by Sokar408
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The problem is kerbal joint reinforcement has some pretty serious problems with Infernal Robotics atm, and would render my fuel trucks and build deployers useless. Thus far i have simply removed any and all parts from all mods that I use that is better then 2.5 meters, but I'd really like not to be restricted, as that tends to leave empty science nods.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Sokar408 replied to TriggerAu's topic in KSP1 Mod Releases
This! If I get a way of completely getting rid of the old one, and just have this one, AND modded resources automatically get listed on it, then I'll be jumping on this mod as well as a "must have". -
I have this nasty problem of having my 3.75 tanks, and engines acting very weirdly. For example the engine will just randomly fall off the craft, even with strutted, and the same goes for tanks. Also I have noticed that no matter how you look at it, KW engines are just better then standard engines, pretty much making all the old engines, and indeed tanks, obsolete. I'd like to know why this is, and if there is a way to completely getting rid of the old parts, as the amount of stuff can be annoying to look through (Or if there is a new, working part sorting problem, that would be a lovely recommendation
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I have now plugged in all the values, and gotten an answer that just cant not be true. At "T*11250", which means after 11250 orbits, at 73.980,18 meters, with the assumption of 160 hexagons around the planet (Kerbin in this case), you'd have everything scanned on. This is the lowest amount orbits its can be done in, with the "set it up and let it run" mentality. That would take almost 3 solid REAL days at warp speed 1000 to complete (If you can even scan reliably going that fast). I must be doing something wrong. This is the spreadsheet I use to calculate it. (red values are either constant or self calculating, grey is inputs and green is results) http://www./download/1t5jn9xrh644mhq/KSP+Calculators.xlsx Thanks in advance
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
Despite having turned Signal Delay off, the Flight Computer seem to not really figure this out. Also how do I turn OFF the flight computer once I turned it on? (after having used it ONCE, with signal delay turned off, it kept putting all my commands into the Flight Computer instead of just executing them, furthermore like previously stated, the signal delay seemed to automatically be added to the commands) Please help with this, and thank you so much for this wonderful mod -
After having played KSP for this long, I have finally started to get a good feel for how gravity works, and how to use it in a "street smarts" kinda way. However I am still confused about how to find a few things KSP. For example how do I see the distance from my craft to another craft, or from Kerbin to another celestial body? Is there some way I can tell my position relative to the celestial body that I'm orbiting (coordinates maybe?), that I can use to see if I have any spacing between satellites? Keep in my I always use Mechjeb2, as I have no idea how the devs imagined playing a space simulator like this won't any flight data.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Sokar408 replied to asmi's topic in KSP1 Mod Releases
*You said as though everyone on the planet either has or should have followed TAC forever, and would only out of stupidity not beware of this* Thank you for sitting me straight buddy -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Sokar408 replied to asmi's topic in KSP1 Mod Releases
Any mod that adds gameplay features is appreciated, but what difference do you offer, or what differing vision do you have for this mod, over TAC Life Support? -
Basically I have been fiddling around with satellites and orbits with RemoteTech2. However I never seem to have enough dishes, which got me thinking. How many do I need to cover the mun and Kerbin? So far I have 4 dishes on each of my 3 geostationary satellites. Geo 1 is pointing towards Mission Control, Geo 2, Kerbin, and Active Vessel. Geo 2 towards Geo 1, 3, Kerbin, and Active Vessel. And Geo 3 towards Geo 2, Kerbin, and Active Vessel. Now I'm wondering, do I even need to point towards Kerbin? Also how many dishes will I need for the Munar Satellites, and how would you tackle interplanetary space?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
I got 0.10 though, so I assume you mean I should get 0.10 to have it NOT remember its location. I specifically want it to remember. Is there a setting somewhere where I can able it?- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
That seems to reset aswell though not all the times. Isn't there a file somewhere, where I can set the default location?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
Does anyone else have a problem with the FAR menu button not sticking to the position you place it in? It keeps going back to default positioning which is in a terrible spot. Is there anywhere I can fix that?- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Sokar408 replied to Starwaster's topic in KSP1 Mod Releases
I was wondering. How does DeadlyReentry do its thing with parts? Will all parts be effected, or will some uncompatible modded parts be uneffected?- 5,919 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
I never use autopilots so thats not an issue. Cheers -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
Cheers! Also any recommendations about a mechjeb replacement until the two mods work together again (Jitter throttle and other control problems) -
Now-defunct-thread-that-should-not-appear-in-google-search.
Sokar408 replied to Cilph's topic in KSP1 Mod Releases
This might just be me, but is there going to be a "lite" version without the signal delay? And further more a short guide would be great consider the whole way dishes work has me dumpfounded -
I guess I might just not have the necessary power... Time to go all out! On another note. Can someone explain antenna and dishes for me? I mean what are the antenna good for if you got dishes?
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To anyone out there who uses RemoteTech2. How come that no matter how many batteries I put on my probe, it always ends up powerless when kerbin blocks the sun. Keep in mind the probe in question is in geostational orbit, not that I see that as important, but I don't know everything. I have added 3000 battery power over 3 different versions, and they all seem to run drain on power at the same spot, despite there not being an other stuff added to them. I'm very confused EDIT: On a side note. Can someone explain antenna and dishes for me? I mean what are the antenna good for if you got dishes?
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How to increase science required?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
As far as I can tell this only allows me to load other trees from people who actually have the TreeEdit which isn't avaliable just yet. Am I missing something? -
How to increase science required?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Uhmm I suppose but it doesn't really answer the question -
Basically I think I'm clearing the tech tree too fast. Is there any easy way to change the cost of all nodes in the entire tree by X%?
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Calculating geostationary orbits
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Well the thing is, my results is using all the more accurate data I could find (on the KSP wiki). The G that I'm using is calculated from the exact mass listened on that wiki. Yours: 6.67x10^-11 = 0.0000000000667 Mine: 6,68384x10^-11 = 0.0000000000668384 So which is more accurate? EDIT: Nevermind, again it is me making a typing mistake. Its 6,67384 and not 6,68384 Anyway thank you very much for your help man -
Calculating geostationary orbits
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Oh wauw I have no idea what I tried to take the minus elenth root there. Now I'm getting 2,870,454.65 meters Which isn't exactly what is listen on the wiki, but its only a 2 km fall off. Is the wiki wrong or can I do more to get it more accurate? Also, is there anyway to accurated calculate the time of a day on a planetary body? EDIT: Nevermind about the day calculation, a bit of thinking solved that one (circumference divided by rotational speed)