mediobogdum
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Everything posted by mediobogdum
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Sorry dude, wasn't obvious to me. Thanks again.
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Sorry if I seem dense. Clarification?: Alcor has the berthing port because it was intended to dock with the lab which has a berthing port. The Orion will have the nasa/white dock hence the "swap"(when doing a return from lunar orbit). Are the black ports compatible with the whites? I assume they are not with the berthing ones. Thank you for your time.
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Thanks so much for your hard work on this mod. The new docking ports are ok? I see the Alcor lunar return vehicle has a 'berth' port rather than the white NASA one. I ask because that berthing silver one had an issue seperating from the black docking port in the pre hotfix release. Thanks again.
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Hello, thanks for this great mod. Aside from the hatch, has anyone been able to do a Mun mission w/ the Altair? Leaving the landing platform seems hit or miss, there isn't any RCS z axis translation; this is also tough with docking. I'm wondering are people adding RCS ports along the Z axis? Thanks again for your work and time.
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Thank you for this very good mod. It is the backbone of my program. Are there any plans to release a Modular Fuel Tanks config for MRS? The additional functionality would be very useful. Thank you for your time.
- 720 replies
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- mrs
- modular rocket systems
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Hello, thanks for this very useful mod. I would like to use this functionality w/ MRS tanks. Is it as straightforward as adding a config to the MFT folder? I peaked into some of the other config files and it appears you have to do an entry for each individual tank, is that correct? Thank you for your time.
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[0.23.5] Goodspeed Aerospace Parts v2014.4.1B
mediobogdum replied to Gaius's topic in KSP1 Mod Releases
Nice job keeping these parts useable, some of my favorites. -
When I use the new biome for Duna that comes with the DL, will I still get the anomaly that's there?
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[0.23.5] Goodspeed Aerospace Parts v2014.4.1B
mediobogdum replied to Gaius's topic in KSP1 Mod Releases
Yeoman's work sir, thank you. -
[0.23.5] Goodspeed Aerospace Parts v2014.4.1B
mediobogdum replied to Gaius's topic in KSP1 Mod Releases
I see, thanks for answering. Any kind soul willing and able to throw them up somewhere, or it has to be him? -
[0.23.5] Goodspeed Aerospace Parts v2014.4.1B
mediobogdum replied to Gaius's topic in KSP1 Mod Releases
I cannot find your mod on Curse. The link only goes to the front page rather than the page with your download. I cannot find it with the search function. Sorry If I'm being dense, is it under a different name perhaps? -
New Horizons (Tweaks and additions to existing mods)
mediobogdum replied to Paul Kingtiger's topic in KSP1 Mod Releases
Are these different values from the eclss rebalancer that you posted in the eclss thread (which is awesome btw, saved my save game)? -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
mediobogdum replied to kockaspiton's topic in KSP1 Mod Releases
Thank you so much for this. Yeoman's work truly. -
The Launch Window Planner and MechJeb
mediobogdum replied to Palamedes's topic in KSP1 Gameplay Questions and Tutorials
When you say the "other tool" are you meaning MJ or the launch window planner? Assuming the latter: You do have enough info to use the planner. It requires only origin and destination for inputs. Once you have the resultant info create a manuever node faithful to those numbers. It seems from your post you are ok up till here. If your manuever node isn't exactly like the planner (ejection angle, speed etc) then you will get different results. Is this where you're having problems? Assuming yes: If your results DV and time-wise are wildly different from the math than the issue is execution. If you feel you are following the math exactly and are still not getting the correct trajectory after burn, then run two of them. Let MJ plot and burn one, then plot and burn one yourself (the exact one MJ just did) and see what comes of it. Something to keep in mind is the planner is a best case scenario. There may be many times when it's results are inconvenient, especially if LS is an issue. In this case you can experiment with different departure times and angles, none of which are likely to be more efficient (dv) but may be much faster; i.e rather than ninety days to Duna for 2500k, seventy days for 3500k. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
mediobogdum replied to Orionkermin's topic in KSP1 Mod Releases
That did it, thank you very much. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
mediobogdum replied to Orionkermin's topic in KSP1 Mod Releases
Thanks so much for this pod. I am using ECLSS and have an MM cfg from NewHorizons that has the line @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]] { RESOURCE { name = Oxygen amount = 1650 maxAmount = 1650 } RESOURCE { name = CO2 amount = 0 maxAmount = 1485 } RESOURCE { name = O2 Candle amount = 1 maxAmount = 1 } MODULE { name = LifeSupportModule } MODULE { name = TankPriorityModule Priority = 10 } } @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[2]] { RESOURCE { name = Oxygen amount = 3300 maxAmount = 3300 } RESOURCE { name = CO2 amount = 0 maxAmount = 2970 } RESOURCE { name = O2 Candle amount = 2 maxAmount = 2 } MODULE { name = LifeSupportModule } MODULE { name = TankPriorityModule Priority = 10 } } to give any command pod LS, but it doesn't seem to work with the Radish or Spud. Can I just type a line in somewhere to give the pod LS? Thank you for your time. -
Click on the science lab while in the VAB, you adjust it like any other tweakable.
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[0.22.X] BobCat ind. Historical spacecraft thread
mediobogdum replied to BobCat's topic in KSP1 Mod Releases
@ Deltac: Sweet, I hadn't seen either of those. -
[0.22.X] BobCat ind. Historical spacecraft thread
mediobogdum replied to BobCat's topic in KSP1 Mod Releases
OK, thanks much. OP: This mod is terrific, thank you for your time. -
[0.22.X] BobCat ind. Historical spacecraft thread
mediobogdum replied to BobCat's topic in KSP1 Mod Releases
The current DL on spaceport has includes parts titled "HOME2". A video posted in the BobCat Ind. thread on 7 January is also titled HOME2. Is HOME 2 the one in development, or is there going to be a HOME 3 meaning this: applies to HOME 2 modules? -
Poor form. Poor form.
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http://kerbalspaceprogram.com/0-18-1-kerbal-engineer-redux-v0-5/