DrPastah
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Everything posted by DrPastah
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It still doesn't let me reconfigure notifications for the vessel because of no connection.
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How can I disable Kerbalism from killing my warps? I have like 50 vessels in space giving me warnings all the time. I can't even disable the warnings for lets say batteries when I lose connection with the vessel because it doesn't let me access the CFG due to "Connection timed-out". I have been trying to do a Duna mission which takes years but the warp killing is getting on my nerves. Any advice?
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CoM, CoL, FAR, and flipping
DrPastah replied to DrPastah's topic in KSP1 Gameplay Questions and Tutorials
How do I set fuel prioritization for direction of tanks being emptied? I'm not seeing it in the VAB. EDIT: Nevermind, I had to enable advance tweakables. How do you even have the CoM in the front most of the time? Isn't it almost always heavier at the bottom due to staging and needing bigger engines for TWR and more fuel for delta-v? To me, this seems generally impossible for all rockets. For instance, making a general satellite rocket give me a low CoM. -
I am using the mod FAR, and I've been struggling a lot with having a stable rocket that doesn't flip easily. I always try to aim to have the Center of Lift below the Center of Mass, but I find I really have to work hard to get that to happen. It's either use wings as fins, use many fins, or put my fuel tanks as high as it can be while adding empty-tanks/structural-fuselages at the bottom and putting the rocket and fins on there. All of these either look absurd or just sound absurd. Here's an example where I had to do a contract by making a station with 4,000 liquid and that can habit 9 Kerbins. I had to use an empty structural-fuselage at the bottom. How can I achieve stable rockets without needing to above and beyond to fix the CoL and CoM balance? I feel like I'm using dumb tricks as a crutch to get my rockets to work. A lot of the time the stages of the rockets get much lighter per a stage, thus the CoM becomes very low. I also noticed that sometimes the fairings actually raise the CoL, I use this: forum.kerbalspaceprogram.com/index.php?/topic/161733-13-1 Any advice for designing rockets that have a good CoM and CoL? It also seems like asparagus staging is a no-no with this aspect.
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I'm using Remote Tech for 1.3.1, and I was recommended to turn on root mode where I then made the range multiplier 0.5 as was recommended in RemoteTech's documents. I sent a probe to Duna with a 90 Gm dish and had it set to be pointing at Kerbin. The satellites orbiting Kerbin are only 90 Mm. I was told the better dish should compensate for the weaker one. However, I have no connection with the duna probe and it's only 20 Gm away. Is it because Kerbin's satellites need to be the ones with the strong dish?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DrPastah replied to stupid_chris's topic in KSP1 Mod Releases
Why does this say it's compatible with version 1.3.1 when it's bugged with MM where I have to deploy my own patch? EDIT: Nevermind. I installed like 1 hour ago and just seen there was an update to this mod in CKAN. what? -
How do I set ignore beeping for a part if I don't care about repairing it like a light bulb? Right clicking the failed part doesn't show "Mute Alarms". I also got a weird bug where it kept doing 3 beeps when I came out of map mode even when I set the mod to disabled or put alert volume to 0%. But I didn't get get a warning popup or a glow.
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I had a space flight to the moon and had a k2 command module and the hitchhiker can. I put 3mm Pb on both but my kerbals still got up to 4% radiation. The K2 module was full on shielding. Did it work or not? Also, was I able to just have only shielding on the K2 module? Does Kerbalism calculate radiation based off a ratio of: (amount of actual shielding) / (full amount of shielding possible to have) even if you don't go into those modules?
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Yeah, I finally got a failure last night. But the DangIt button in the toolbar during flight brought open a window with 0 modifier or something which made me question if the mod was working.
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[1.9.x] NEBULA EVA Handrails Continued
DrPastah replied to linuxgurugamer's topic in KSP1 Mod Releases
I tried, but I didn't get any good results. Closest was that maybe holding a direction and letting go is MAYBE able to do it. But I was unable to climb ladders horizontal to me. It would be nice if there was a mod that let you select ladders to switch to as I use EVA resources. -
There's no guide on shielding and radiation. How do I know how much shielding I need?
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Thanks for all the help. I managed to get enough science for now. Now I need money hahahah.
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[1.9.x] NEBULA EVA Handrails Continued
DrPastah replied to linuxgurugamer's topic in KSP1 Mod Releases
Are you able to switch between railings without relying on your jetpack? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
DrPastah replied to micha's topic in KSP1 Mod Releases
For KEES, I think I bypassed the wait time utilizing the "[X] Science! " mod because I got the full science value utilizing that Science mod for seeing what science was available. Hasn't even been 1 minute. -
When I install this mod, do I need to do anything extra like setting the modifier or something? I notice the modifier says 0.
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
DrPastah replied to micha's topic in KSP1 Mod Releases
This: