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Ascension Islander

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Everything posted by Ascension Islander

  1. Like KW's SPS, with as large and wide of a bell as you can fit into the stock poodle's dimensions. It's a vacuum service module engine, it needs a vacuum nozzle.
  2. Bug report: NRAP part costs almost zero funds with full monopropellant. Emptying the monopropellant from the part makes it cost negative funds. The bug is independent of mass and size. -Version 1.5.0.4 -Downloaded from CKAN
  3. From my experience in 0.90 with those three, no, the stockalike realfuels config is perfectly balanced for this rescale. FAR and DRE work just as intended as well.
  4. If this has already been mentioned, sorry. DO NOT attempt to attach infernal robotics movable parts using KIS. They will not attach and anything that you attempt to attach to them will be shot into space. If you attempt to grab an IR part after you "attach" it, it too will shoot into space.
  5. Trying to track down a bug: http://i.imgur.com/K3WOlLP.png I'm not sure why an engine would be able to be "stowed", so I'm thinking this is a bug. Anybody else have this problem? EDIT: SOLVED, stock bug apparently
  6. Agreed Edit: KSC Switcher has been updated: https://kerbalstuff.com/mod/749/KSC%20Switcher
  7. Oh and Kerbostationary orbit is exactly 10,480.335km (10h 43m 59s orbital period). Maybe you could throw that in the release post? Update: I was wrong again. See below.
  8. Just want to poke my head in and say that I've been thoroughly enjoying this mod. This is by far the best combination of rescaling out there.
  9. Quick question: Am I supposed to be seeing the stock RSS launch sites? The ones based on Earth?
  10. I'd say keep Pol back at Jool. I know I always enjoy playing the gravity-assist game with maneuver nodes at Jool, and having more moons to dance around only makes it more fun.
  11. It worked! Thanks! Edit: If this is a setting that is to remain in place, maybe throw an explanation or something next to the download instructions?
  12. Bug report: Summary - Launching KSP v0.90 via CKAN's "Launch KSP" function results in ridiculous amounts of RAM usage even though no mods are actually installed. Launching via the usual KSP.exe does not do this. Versions - KSP version 0.90.705 x86 ~ CKAN version 1.3.6 ~ System info Details - Launching KSP via CKAN (no mods installed) results in memory limit being reached before it even finishes loading (image). Launching KSP via the stock launcher .exe (no mods installed) is successful and uses just over 2gb of RAM (image) How to reproduce - 1) Install KSP v0.90.705 2) Install CKAN v1.3.6 3) Do not install any mods 4) Run KSP via stock launcher app or .exe 5) Note RAM usage 6) Close KSP 7) Launch CKAN 8) Click "Launch KSP" 9) Observe RAM usage throughout loading process. It should jump up to almost 3gb before any parts are loaded.
  13. http://forum.kerbalspaceprogram.com/threads/64227-0-25-Smart-Parts-V2-0-3-KSP-25-Compatibility-Nov-3
  14. I did have the launchsites.cfg, but the hump didn't go away when I deleted it. Medium terrain settings seems to have done the job. I do have kind of a Frankenstein install due to constantly changing my mind about which mods I want installed. It's possible there's something leftover from a previous install that I haven't found. I'll get back to you.
  15. Quick bug report: Terrain at space center covers part of the runway Notice the apoapsis reading on the tarmac... ...and on the clipped terrain I've got terrain detail set to high.
  16. This looks new enough that it doesn't have any useful references. I did a test launch to LKO: ~6000 m/s dv to 200x200 orbit. Orbital velocity at that altitude is 4130 m/s. Further testing: ~7500 m/s dv to circumlunar trajectory. I would guesstimate ~7200 to GTO, but I haven't bothered to calculate geostationary orbit altitude to verify. Here's the size of rocket that got a simple CSM to that circumlunar trajectory. There was at least 1km/s dv leftover in the insertion stage. I probably could have taken decent lander with me.
  17. Quick compatibility issue: Playing on 6.4x Kerbin config for RSS, the flyover contract altitudes are sometimes lower than terrain permits (i.e. contract asks for a flyover between 1310m and 2240m, but the terrain in that area is 4000m at the lowest)
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