AbeS
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Posts posted by AbeS
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Or just do this: (Way easier, and doesn't require editing configs)
Download Module Manager 1.5.6, save this as a .cfg and put it in your GameData Folder:
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]
{
MODULE
{
name = MechJebCore
}
} -
you can set the cutting of the parachute to False, there is a button for that AFAIK
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Captain's pic has a giant Square above KSC
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Add an output log while playing with FAR, he'll ask for it
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The math is simple, you just need to know the planet/moon rotational speed and how long does it take from your current orbit to the Apoapsis of your desired orbit.
Example: You are orbiting Kerbin. You want to go from a 100 Km orbit to a KEO of 2,868.75 Km. You want to end up above KSC (around 74 deg W)
The time it takes to get from your initial orbit to the Ap of your desired one is:
t = pi*sqrt(a^3/u);
a (sma) = (100,000+2,868,750)/2 + 600,000;
u (Grav Param) = 3.5316E12;
We get t = 5030.694 s (1h 23m 50.694s).
In that time Kerbin, which rotates 360 deg every 21600s (6h), has rotated 5030.694*360/21600 = 83.845 deg.
That means that if we want to end up just above KSC we need to do our transfer burn 83.845 deg before 74 deg W. That is when we are at 157.845 deg W
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It's pretty easy to calculate manually, it wouldn't be too hard to add it to the maneuver planner I think
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procedural fairings has that
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Download Module Manager 1.5.6, save this as a .cfg and put it in your GameData Folder:
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]
{
MODULE
{
name = MechJebCore
}
} -
And we would have less parts, sounds interesting! By the way, IIRC you can make cryo tanks as small as you want them to be, just adjust the diameter
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Put a LH2 tank in the launchpad (preferably in a cryo tank, which you should use for cryogenic fuels). Set an alarm with KAC for the days you are planning to spend on your mission, let's say 15 days. Then time warp! Then check the fuel left, most of it should still be there
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Also, most fuels are really cheap but LOX and LH2 are super expensive, could it be because RealFuels now makes 1 unit = 1 liter? and I bet electric charge would have issues too
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It's probably a Realism Overhaul problem just like I thought, I'll maybe bug Nathan
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There is something I don't understand:
Why is the 3-man capsule cheaper? It is really hard playing with Real Solar System. I could manage Sputnik I and II, then thought I should try the random missions. Seems like I don't have enough money though
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Skipped Rendering Frame is caused by Alt + Tab
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He's playing on 10x Kerbol not Sol
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not sure what dash is, it is a really small number. *10^-11
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the Grav Constant has always been the real one, what changes is the planet's mass
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Wikipedia
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Chestburster's config aren't only for stock, it includes all the mods too. Stockalike means it has stats similar to the default ones, for stock and mods engines
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You need engine configs for the engines, they no longer come with Real Fuels:
For Nathan's 'realistic stats' engines:
Reaching for the Stars Engines. Delete your SFJBRealEngines folder, remove any current RftSEngines.cfg anywhere in GameData, and download and install the Reaching for the Stars pack. Note you will need the latest ExsurgentEngineering plugin from careo (HERE--replace any existing ExsurgentEngineering.dll with it, or install it into GameData/ExsurgentEngineering/Plugins [making folders as necessary]) , until dtobi's Space Shuttle Engines or Smart Parts mods are updated with dtobi's new gimbal fixes.
For the stockalike engines:
Engine ConfigsDownload and install ONLY ONE.
"Stock" engine configs updated by Chestburster. Download and place in your RealFuels folder. Updated 1/20/14
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If you are playing on career mode you need to unlock new techs to get bigger tanks
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Awesome!! Could we have the Space Center wherever we want? I'd like to launch from my country!
Debris could land on Puerto Rico though
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You can adjust the fairings ejection force IIRC, don't remember the key though, right click
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I followed the instructions that you gave him to do, however, there is no RealFuels.dll anywhere in the GameData folder. Once the ModularFuelTanks.dll all the tanks are once again stock. The menu does not even show up in the action groups window.
Delete the RealFuels folder and redownload, the plugin is still called modularFuelTanks
[1.2] Real Solar System v12.0 Dec 8
in KSP1 Mod Releases
Posted
He posted that config before the latest pre-release, so he doesn't know about the new Earth texture and it is not included. Should be easily fixed but I'm sorry to say I don't know how