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Found 8 results

  1. In a shock news release by the National Aeronautics and Space Administration (NASA), it was revealed that rumours of man's exploration of the moon in the Apollo program, having been observed by alien beings, were in fact true. Pictures released today, show these alien creatures in close proximity to the astronauts of the Apollo missions, appearing to observe and even interact with them. More information on this late breaking story and additional pictures, as we get it.
  2. No logs => No support. If you can not find the time to provide the info I need to diagnose your problem do not expect I will find the time to reply to your post. (The thread was lost after an incident on the forum. The really old thread from even before is here) Anatid Robotics and Multiversal Mechatronics proudly presents the first flight assistant autopilot: MechJeb I would like to thank CardBoardBoxProcessor and Keptin for their amazing MechJeb models. Sarbian is the current maintainer. Current version: 2.14.3 2.14.3 Localization fix fix related to radian vs degree New infoItems about the Target ( MeanAnomaly, TrueLongitude, LDN, TimeToAn, TimeToDN ) that nay be of use to Principia players More work on PVG 2.14.1 Fix a bug with infoItem in the editor 2.14.0 UI refactor of the Ascent Guidance Improved Principia node Execution Performance fix and optimization Stuff 2.12.0 Stuff. I am tired. 2.11.0 Landing AP fixes and improvements Plane landing AP fixes and improvements Rover AP fixes and improvements Updated Chinese loc 2.10.0 Compact UI now the default Spanish translation Russian translation Updated Chinese translation Principia node execution (WIP) Many PVG updates Plane Landing and autopilot improvements Stuff I missed in the commit logs Various fix and improvements 2.9.2 Localization support with included Simplified Chinese Localization Improved integrator and Brent's Method for maneuvers Fix the ApR and SMA maneuvers Support Multi-Node maneuvers Various fixes and code improvements Stuff I forgot 2.9.1 ReflectionTypeLoadException will now list the DLLs that are the actual source of the exception in the log. tinygrox on GithUb took on the huge work required to add localization to MJ. People who want to translate MJ should have a look at this file The DeltaV window now has buttons to hide the empty stages and switch between s and dhms for burn time 2.9.0 Built for KSP 1.8 Added "Land somewhere" and "Land target" KSP Action Improvements for remote vessel control Overhaul of bi-impulsive transfer planner Improvements for PVG ascent Porkchop plot can now be translated with WASD and arrow keys Unlock all MJ techs by creating a MechJebUnlocked folder in GameData And a bunch of fix. See here for details 2.8.4 Built for KSP 1.7 2.8.3 fix for launch-to-plane PVG stabilization fixes Fix xenon delta V 2.8.2 Primer Vector Guidance bring back simple coplanar transfer option make the hybrid controller the default controller Incorporate "MechJebAndEngineerForAll" style functionality adding ∆v display to flight recorder add steering/drag/gravity loss to flight recorder Add Apoapsis and Periapsis to scripting conditions Fixes 2.8.0 Replace Hohmann Transfer with Bi-Impulsive Transfers [ui_fix] no space after altitude meters label in ascent autopilot 2.7.4 Change the "Online Manual" link to the github wiki since the old site is gone Updated the landing sites list with the one from @El Sancho Improved the landing sim precision (aka "write code with both eyes opened") A bunch of small fixes 2.7.3 Fix the fuels sim in the editor with surface attached decouplers... 2.7.2 Fix for the engine plate autostagging Fix for the scripting module SAS controls Fix the MOI code to handle "control from here" properly. Should help with Docking 2.7.1 KSP 1.4.1 auto-deploy antennas Plane landing improvements Rover AP fix bugs fix 2.7.0 New launch profiles selection, including one that is the classic "KSP ascent", a "PEG" clone for RSS and the classic MJ profile Scripting module Update with new features (you ll have too look) New spaceplane landing AP A rework of the advanced transfer code A lot of FuelSim (dV) fix Better FAR integration A bunch of fix and UI improvement 2.6.1 Compatibility with KSP 1.3 Fix and improvement for the transfer calculator Specific orbital energy, potential energy, and kinetic energy Orbit Info items added Ascent AP improved circularization burn inclination error Ullage/RO improvement Remove a large recurrent allocation that froze the game every few seconds from some Flight recorder UI improvement and export Plenty of fixes Thanks to all contributors 2.6.0 Compatibility for KSP 1.2.2 Scripting module by @SPD13 Auto RCS Ullage for RO by Lamont (whose name here I forgot..) Option to move the menu on any side of the screen A bunch of fixes and minor features stuff I most likely forgot about 2.5.8 Compatibility for KSP 1.1.3 Add ‘At the highest AN/DN’ and ‘At the nearest AN/DN’ time selectors for inclination and plane maneuvers. Add a setting for the node executor lead time Custom Windows new Overlay mode MJ Pod disabled since it does not work properly with the current leg code FAR compatibility included lots of fix 2.5.7 1.1 Stuff More stuff 2.5.6 Launch Inclination improvement Improvement of the Landing Sim Predicted Trajectory overlay in the flight view (in Landing AP window) Ascent AP Fairings autodeploy with support for Procedural Fairings RSS Mode swtich in the settings windows. For now it prevents engine shutdown when disabling the ascent AP Greatly lowered memory garbage generated. May improve frame rate on some PC A lot of bug fix 2.5.5 Flight Recorder Graph module Education mode option (rename SmartASS to SmartACS) see MM patch here https://raw.githubusercontent.com/MuMech/MechJeb2/master/MechJebEdu.cfg Improvement to the Attitude control Dynamic Pressure limiter to replace the now useless terminal velocity Attitude control speed limiter to save some RCS Add "periapsis in target SoI" InfoItems Add "minimum DV required for capture by target" InfoItems Add "Docking guidance: Angular velocity" infoitem Add electric throttle limiter to avoid empty batteries on ion powered craft 2.5.6 1.1 release. Be aware that the Pod leg are not working and will generate fantom force Other stuff but I don't have time to write the change log atm Download for KSP 1.12.x Download for KSP 1.8 to 1.12 Download 2.12.0 for KSP 1.11.x Download 2.11.0 for KSP 1.10.x Download 2.9.2 for KSP 1.8.x and 1.9.x Download 2.8.4 for KSP 1.7.x Download 2.8.3 for KSP 1.6.x Download 2.7.4 for KSP 1.4.1 Download 2.7.0 for KSP 1.3 Download 2.6.0 or Dev #698 for KSP 1.2.2 Source code available here. LGPL3 license for MechJeb code. MIT for SmoothFoundations & UnityToolbag You can also get the latest dev builds here. Usage instructions: Use the button on the right side of the screen to access MechJeb window selection interface, and click on the buttons to activate the windows. The windows can be dragged anywhere on screen, and their position is saved and reused among all rockets. Manual Useful links and companions mods Manual MechJeb for All or MechJeb Embedded Universal to add MechJeb to all the probe and command module and use it without the parts. Also allow to unlock all MechJeb features from the start in career mode Small MechJeb touchscreen case an alternative model for the part An other model A video from speedio explaining the basic operations you can do with it (outdated but still useful): Another video, this one by tncm for AR202, but still very useful: Adding "eduMode = true" to the module will rename the SmartASS to SmartACS. You can use this Module Manager patch to do it. How to Install Manual install : unzip the zip in KSP GameData directory. You should have something that looks like that : KSP GameData MechJeb2 Icons Parts Plugins CKAN has all the release of MechJeb. If you want the dev version of MechJeb then : open CKAN settings (Settings => CKAN Settings) press the New button select the MechJeb-dev line, click OK and exit the options. refresh select "Mechjeb2 - DEV RELEASE" in the list and then "Go to Change" to install Common problems The MechJeb menu is not showing. First make sure you have the part on your ship (AR202 case in the Control section). Some windows protection and anti-virus can sometimes block KSP from loading MechJeb. You should install KSP outside the C:\Program Files (x86) directory. Steam has an option to change the install directory of a game or you can just copy the directory somewhere else. Some function are not present in career. Some function require to unlock some specific node in the Research and Development tree. Some other also require to upgrade the tracking station to level 2 (Game code restriction we can't do much about) Bugs There is two version of MechJeb available The main version that we release once or twice per KSP version The dev version that gets a a couple or release per month, week or even days. It may also have more bugs than the main version since new features are added The dev release gets all the new features and bugs fix and the main version gets them when a new KSP version is released (or major bugs requires it). If you experience a bug the first thing I advise is to try the dev release. You can read the change log of the dev release here. If your bugs don't seems to be fixed then please open a new ticket on the project tracker. Don't forget to include a link to your log (see here to find it and how to share it) and the version of Mechjeb you where using (shown in MechJeb Menu). Please send Suggestions/Bug reports here: https://github.com/MuMech/MechJeb2/issues
  3. Jack-O'Lantern (JACK) Jack-O'Lantern themed probe cores in seven sizes. All the modcons. Now with pumpkin chunking! By zer0Kerbal, originally by @Porkjet brought to you by KerbSimpleCo Features This addon adds seven sizes of Jack-O'Lantern shaped probe cores See more YouTube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Halloween (HLWN) Eterno Rest 2000 (REST) Cluster O'Lantern (COL) Kaboom (BOOM) Foundations (FND) Helps prevent ground constructions from floating away Suggests SimpleLogistics! (SLOG!) SimpleConstruction! (SCON!) SimpleLife! (SLIF!) TweakScale Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) Either 3 Module Manager Module Manager /L Tags parts, config, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Porkjet for creating this glorious themed parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  4. [Moderator's note. This series of posts was originally split off from the MechJeb thread, since it's really more about "how to accomplish a thing" with various mods being discussed as possibilities, rather than being about MechJeb itself.] Hey all. I'm having a problem doing something that seems simple with Smart A.S.S. but yet the way to do it is eluding me. Essentially I want to keep my craft's roll and pitch at zero when it's in the air, regardless of which direction it's facing or moving. What I want is SURF-> Up (which does a pitch of 90 degrees) to have a pitch of 0 degrees, and complete freedom in the horizontal plane. I've tried ADV -> SURFACE_HORIZONTAL but it requires a horizontal reference which in my case is irrelevant, I want control over where it's pointing in the horizontal direction. I could probably do this by having a "control from here" part that's oriented vertically, but "forward" for this craft needs to be in the horizontal plane as it's designed for atmospheric flight. There's SURF -> SURF then check both PIT and ROL to 0, HDG unchecked. which works fine until I point the craft in another direction more than 90 degrees, at which point it flips it over on its back to point it in the original direction, which is definitely not what I'm looking for. The craft needs to stay horizontal relative to the ground regardless of the heading, not flip over front to back. Any hints on how I can achieve this? Cheers!
  5. Description This is a full stock 1:1 replica of the Scaled Composites Stratolaunch. Possessing the largest wingspan of any aircraft every flown, and having been designed as an air-launch platform for rockets, this beastly aircraft requires no other introduction. This build has the highest part count of any of my replicas to date, due largely to the *unique* shape of the fuselage. This craft was completed long before the MD-11, but seemingly inescapable technical difficulties plagued the craft from then on. It was only until many months later that I was able to finally diagnose the source of the problem and finally post this cursed monstrosity. Even with 6 extra beefed up versions of my PW-4056 engines the vehicle struggles to lift its own bulk, leaving it with only around 150 tonnes of payload capacity, and very limited ability to lift such payloads to high altitudes. This could have been solved by increasing the power of the engines, but seeing as the craft had already reached a ludicrous part count, I deemed this to be unnecessary. Partcount: 3150 parts Mass: 650.58 Tonnes Download: https://kerbalx.com/Kronus_Aerospace/Kronus-Stratolaunch So What Was Wrong? It seems that using the "Remove From Symmetry" feature would completely break this craft's part file, rendering it unusable. I can't say how or why, but what I can tell you is that the way the craft was constructed necessitated that I used the feature every single time, guaranteeing that the craft always broke. Whilst frustrating, these kinds of bugs are honestly just something we've all come to expect from KSP.
  6. Heya, Was looking up a couple of things about the Saturn V and found this site. Thought some folks here might find it interesting anyway but mostly I'm posting it for that last picture of the first Saturn V in flight. Bear in mind that the Saturn was about 363ft or roughly 120m high. That's a lot of fire... Something was definitely going to space that day...
  7. Hello everyone! I enjoy your interest in my previous craft Mi-26, so this community inspired me to create the second! Pretty small, stock and fun to play with! KSP 1.8 + BG 1.3 Specifications: No SAS, no reaction wheels and no RCS, only tiltable blades and several servos! Parts: 98 Crew: 1 or 2 kerbals. Possible to put up to 2 more seats, but it will nose dive almost everytime Mass: 1221 kg Main rotor diameter: 7.9 m (200 rpm) Lenght: 8 m Speed forward: 22-24 m/s Speed sideways: 17 m/s Climb rate: 5 m/s Flight time: up to 90 minutes Control groups: 1 - start/shutdown all systems. Throttle - main rotor pitch How to fly? I advise to use gamepad or some sort of controller to feel real cyctic control, but it possible to use keyboard. Set camera to locked behind tail, press 1, set throttle to 40 and wait 20 second. Then you can increase throttle, nice and easy, watching its positon, speed and forgeting about Z/X. As speed rises it will tends to climb and maybe roll left a bit. Once you reach medium speed it will feels like some sort of an airplane. Just watch a video below and you'll see. Have fun flying around! Craft file: https://kerbalx.com/IkranMakto/Bell-Helicopter
  8. I'm in a career game where I am launching from my secret lair in Northwestern China at about 45% longitude. When I launch I head due East and end up with an inclined orbit. I'm wondering what the most efficient path is to follow if my ultimate desire is to end up with an equatorial orbit? (This also makes me wonder how folks in Northern cities get satellite service from a stationary orbit when the earth keeps turning around below the satellite....?) I.e. how do you park a satellite above Reykjavik?
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