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Bishop149

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Everything posted by Bishop149

  1. Hmmm that's not a bad idea, I do occasionally need roll but not often. Might be the closest I can get to the desired effect.
  2. So with SAS there are options to set when the torque is applied, off, pilot only and stability assist IIRC. Is there a similar setting for RCS that I've missed? If not it would be bloody useful, I'd love a pilot only version of RCS. I pretty much always use RCS only for fine maneuvers and only very very rarely for maintaining or changing attitude. There have been any a number of times when the firing of RCS to maintain attitude has thrown off my actual heading. Not to mention that can go absolutely mental and waste a ton of RCS fuel trying to correct a sudden rapid change in attitude.
  3. Just throwing this out there: Given how little I paid for KSP and the ridiculous number of hours I've spent with it I'd quite happily give Squad some more money, even if I got zip in return. I already felt obligated to chuck some cash in the direction of some of the major mods that I use routinely. So there's that.
  4. How do I turn off signal delay? I have a mission that a mere 3s delay is making totally impossible. I have changed the "EnableSignalDelay = True" to False in the file Default_settings.cfg but this did naff all. I can't find any other settings file
  5. Sure: http://www.gg.caltech.edu/~mwl/publications/papers/lowEnergy.pdf http://www.universetoday.com/117615/making-the-trip-to-mars-cheaper-and-easier-the-case-for-ballistic-capture/ http://www.scientificamerican.com/article/a-new-way-to-reach-mars-safely-anytime-and-on-the-cheap/ I've been reading some more, the key is to enter the planets SOI with less than escape velocity . . . . which is impossible if only one body is involved, you need a second bodies influence to slow down your spacecraft to achieve this. I don't know how this would work with Mars, it has no moons with any kind of decent mass so I suppose you'd need some kind of planetary conjunction. . . . which strikes me as pretty specific circumstances
  6. In light of all the fuss around Elon Musk's speech about going to Mars I was looking into Mars transfer orbits. Now I'm pretty familier with Hohmann transfers as I'd imagine most people who play KSP would be, but from the flight times this obviously isn't Musk's plan, so I found stuff on "ballistic trasnfers" and am confused. As far as I can see the idea is to eliminate the costly insertion burn to enter orbit. The principle from the few rather dumbed down articles I've found it seems to be to almost match orbit with the target but going slightly slower and upon catching up with the spacecraft the target body gravitationally captures it. Which sounds pretty simply but then how the hell do you do the first bit? To get out to Mars orbit would require a transfer orbit would put apoapsis somewhere out in Mars' orbital path and Periapsis somewhere along Earth's. To "match orbit" with Mars you'd have to lift periapsis to up near Mars' orbital path which would presumably take a crap ton of fuel. Less than a capture burn? I don't get it. Was trying to find some diagrams to explain the ideas but the only time this has been done is Earth -> Moon so those are the only ones I can find. As far as I can see its a lot of clever mucking about with lagrange points to get into the correct orbit which obviously isn't applicable to Mars with its tiny moons and much high DeltaV required. Can someone explain? Articles explaining this kind of thing are always one of two extremes, "Too dumbed down to be useful" and "University level mathematics required for understanding".
  7. For various reasons I'm still on 1.1.2, will the latest version of this mod work for 1.1.2 or, if not, where might I lay my hands on version 1.12.9? Edit: Actually I think I just managed it by editing the link provided on the front page: http://ksp.necrobones.com/files/SpaceY-Lifters/SpaceY-Lifters-1.12.9.zip Hooray for logical link nomenclature!
  8. I'm playing on 1.1.2 for various mod. incompatibility reasons. Steam has a nasty habit of periodically resetting your preferences and updating things whether you want it to or not so I generally play out of a copy of the KSP folder made outside of Steam. i was thinking I could grab a good copy of the corrupted file from the Steam install, but I assume I'll have to confirm that it is indeed still on 1.1.2
  9. I've had a bit of an issue in which various files in my KSP folder have become corrupt, among them various files in this mod. For various mod compatibility reasons I'm still on 1.1.2, which of the three versions on the github page would you recommend I use to rebuild my 1.1.2 install? I note the latest is listed as 1.1.3, so the previous?
  10. Is it possible to get hold of an older version/ For various mod compatibility reasons I'm still on 1.1.2 and various file in my KSP install have somehow become corrupt, this mod being one of them. I'm attempting to rebuild my KSP folder replacing the corrupted files so I could use the 1.1.2 version of this mod!
  11. So I was playing last night and all was fine, tried to load up this morning and KSP just hangs forever at the "Loading Bundle Asset Definitions" Had a poke around and I'm pretty sure its because some of the file in my KSP folder have somehow become corrupt. Its pretty bad I can't even delete them, even with thrid party tools. I suspect the HDD is dying. Its about 5 files in total, most of them part of mods so not a big issue however one of them is "sharedassets 13.assets" I've copied the entire folder elsewhere minus the corrupt files, will it be ok to replace sharedassets 13 with a copy from elsewhere?
  12. I think I've spotted a small bug. Stating for the record that I only have USI-LS installed as the dependency for USI-MKS due to so I can't be 100% sure exactly which mod is responsible. The stock science lab has a life support recycler function added to it, the UI for this appears to partially reset on every scene change. Click on the "Start Life Support" button and it will toggle to "Stop Life Support" whilst Life Support will be listed as "Operational". All as it should be. Change scene and then change back and whilst the button still says "Stop Life Support" but the life support status is listed as "Inactive". The screenshot below shows that state. Functionally it seems to make no difference, even in this state the 3 kerbals I had aboard are consuming only 30% of what they would under zero recycling. This is reflected both in the Life support status window (shown) and in actual consumption rate of the supplies. So not a major bug, just a small one with that UI readout.
  13. Ah I see, yep such confusion is what happened to here! I just noticed it in the info in the VAB and thought it was odd.
  14. @FreeThinkerTwo small issues to report, I haven't upgraded to the latest version yet so apologies if you've already squished them. 1) I've noticed the dry mass of the interstellar tanks changing when I switch resource. Now I raised this a long time back and was told it was intended, this led to a minor exploit where you could launch with empty Hydrogen tanks (the lightest) and then switch and fill them with something else keeping the low mass tank. I dunno if it was intended to close this exploit but now switching resources for the interstellar tanks changes their dry mass in flight, previously the change in mass on switch only occurred in the VAB/SPH. Its more that a little odd (to me at least) to be able to change the mass of a vessel by many tons in fight simply by switching what a tank holds? I quite liked it the way it was, it made far more sense, but if that minor exploit needs closing I'd suggest just disabling the switching once launched. Perhaps have a special (heavy) tank that allows switching in flight? 2) I think there is a mistake in the "Graphite Radiator Folding Medium", it's Wasteheat (Max.) appears to be set at 3,000, by contrast the same value for the Small version is 20,000. It looks to me like a decimal point has been misplaced.
  15. Am I right in thinking that as well as auto rejecting, this it also remove the penalties for rejecting? I'm put off doing what this mod does manually because if I did my reputation would fall through the floor!
  16. So they are functionally identical to USI's Nom-o-matics? Cool, I do prefer this design
  17. Oh thank the heavens, The stock one was offending my eyes so badly that most of the time I kept it minimised. Thanks for the update, and +1 to the "Please Stock This!" vote
  18. So is it basically impossible to run any kind of nuclear atmospheric engine without the pre-cooler? I've been having a good old play around with nuclear planes, and if I'm super super SUPER careful I might make it 20 km or so before things start over heating and exploding.
  19. I guess, . . . . . . I supposed its also my impatience that chooses to avoid this problem by adding lots of reaction wheels to the extremities. Or just using RCS. It would be nice if the delay was configurable then, so ppl could set it as appropriate to their needs.
  20. Is it possible to change the flight computers behavior with Alarm clock? The way it currently seems to work is to set a time warp stopping alarm around 3-5 minutes prior to the start of the actual burn. I'm impatient, this is far too long! It only usually takes a few second to align correctly for the burn so can this be reduced. . . . to like 30s? I usually end up manually timewarping away to around this point, error prone though that can be! I guess it would be nice to have this as a setting in the config. but I'd settle for a way just to change it in my game! @Tanuis I know your pain, one of the eternal irritations of career mode for me has always been how long it can take to unlock a basic battery in the tech tree. Dooming you to trying to do stuff on only > 50EC for your first dozen launches or so.
  21. @YouenJust a quick note, is it possible to change the colour of the non-atmospheric portion of the trajectory prediction? I find that in busy regions (LKO!) the prediction line tend to be hard to make out against the mass of other lines that are there. I'll have a quick look at the mod files and see if its obvious. Edit: No it.s not. This might be a nice feature to add into the .cfg file?
  22. Ok, how in the name of jibbering hell do I attach an explosive to something. I 've spent 15 minutes trying to work it out and there's nowt useful in the manual It used to work like any other radial part, equip screwdriver, drag from inventory and X. Now that doesn't attach it, it just floats off. I see you can now "equip" explosives as you can the screwdriver, but it alwys goes in the left hand and doesn't seem to DO anything. I'm likely just being dense, but I've tried everything I can think of, equipped, not equipped, tool, no tool, X, H etc Edit: Regarding pods with no IVA, I think most of the crewed parts in USI's Kolonisation Systems don't have an IVA (yet)
  23. Note on KIS, there is a workaround patch posted over in the KIS thread. Seems to resolve the issue.
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