OrbitalManeuvers Posted January 4, 2021 Share Posted January 4, 2021 1 minute ago, DeadJohn said: Here's my mod list from the player.log I posted earlier. There are only a few there that I don't have or recognize. Not sure if this will help at all but here's mine. Spoiler 000_ClickThroughBlocker 001_ToolbarControl B9PartSwitch CommunityResourcePack CustomPreLaunchChecks DynamicBatteryStorage EnvironmentalVisualEnhancements JNSQ KerbalEngineer KerbalKonstructs Kopernicus ModularFlightIntegrator OSSNTR RationalResources RealPlume RealPlume-Stock scatterer ScienceAlert SituationModuleInfo SmartParts SmokeScreen SurfaceLights TundraSpaceCenter WhoAmI WildBlueIndustries DMagicScienceAnimate SimpleAdjustableFairings Bluedog_DB CommunityCategoryKit AnimatedAttachment AnimatedDecouplers CameraTools CustomConfigs EngineLightRelit PoodsSkyboxes Sigma JanitorsCloset TriggerTech Firespitter Coatl Aerospace ReentryParticleEffectRenewed XyphosAerospace EngineIgnitor MandatoryRCS UniversalStorage2 Hephaistos TarsierSpaceTech HullCameraVDS ConformalDecals Shabby AuroraSpaceCenter CommunityTechTree ModularLaunchPads ReStock ReStockPlus DistantObject KSCFloodlight HideEmptyTechTreeNodes Bumblebee masTerTorch KRASH TechTreeKompacted Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted January 4, 2021 Share Posted January 4, 2021 I have been reading up on the Saturn I and the fact that it could not lift a full-up Apollo CSM to orbit. That was the main reason they upgraded to the Saturn IB. So I got to thinking about what kind of Apollo could the Saturn I actually lift? I remembered a children's book that I had a long long time ago that showed a Saturn I orbiting an Apollo CM with only a solid fuel retro pack attached to the heatshield, similar to Mercury. So I started to play around with that concept and this is what I came up with: This is a Block 1 CM with the SM decoupler attached. Four monoprop tanks, two batteries, and a cluster of 8 Gemini solids, along with Gemini RCS thrusters and a whip antenna. Fully flight tested to 110 km. I call it the Apollo Block 0. In essence it is a three man Mercury. Quote Link to comment Share on other sites More sharing options...
msp307 Posted January 4, 2021 Share Posted January 4, 2021 Hello everyone, 2 OGO experiments, "OGO-EP2 Gravimetric Scanner" and "OGO-OPEP Mass Spectrometer" the animation does not work. Can someone help what the problem is? OGO-EP2 Gravimetric Scanner MODULE { name = DMModuleScienceAnimateGeneric animationName = deploy animSpeed = 2 endEventGUIName = Retract Gravimetric Scanner showEndEvent = false startEventGUIName = Deploy Gravimetric Scanner showStartEvent = false toggleEventGUIName = Toggle Gravimetric Scanner showToggleEvent = true showEditorEvents = true experimentID = gravityScan experimentActionName = Log Gravity Data resetActionName = Discard Gravity Data dataIsCollectable = true hideUIwhenUnavailable = false interactionRange = 1.2 rerunnable = true resettable = true resettableOnEVA = true useActionGroups = True useStaging = False xmitDataScalar = 1.0 usageReqMaskExternal = -1 totalScienceLevel = 0.4 customFailMessage = The experiment can't be performed here. deployingMessage = Close proximity to the craft scrambles the gravimeter's sensors, deploying the scanner now. experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 3 //resourceExperiment = ElectricCharge //resourceExpCost = 0 keepDeployedMode = 0 oneWayAnimation = false asteroidReports = true externalDeploy = true MODULE { name = ModuleEnviroSensor sensorType = GRAV } OGO-OPEP Mass Spectrometer MODULE { name = DMModuleScienceAnimateGeneric animationName = deploy experimentID = bd_massSpec experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 deployingMessage = Close proximity to the craft scrambles the spectrometer's sensors, deploying the scanner now. customFailMessage = The mass spectrometer is not suitable for use during atmospheric flight, try again in space. animSpeed = 2 endEventGUIName = Retract Mass Spectrometer showEndEvent = false startEventGUIName = Deploy Mass Spectrometer showStartEvent = false toggleEventGUIName = Toggle Mass Spectrometer showToggleEvent = true showEditorEvents = true experimentActionName = Log Mass Spectrometry Data resetActionName = Discard Mass Spectrometry Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True sitMask = 48 bioMask = 1 } Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 4, 2021 Share Posted January 4, 2021 15 hours ago, Vals_Aerospace said: I absolutely adore the Mariner 10 parts, so I did a bit of a showcase: The rest: Reveal hidden contents So beautiful! What visual mods did you used? Quote Link to comment Share on other sites More sharing options...
Adam-Kerman Posted January 4, 2021 Share Posted January 4, 2021 @Zorg Question on BDB Wiki's Launching and Trajectories - Mechjeb PVG Ascent Quote "Target Apoapsis - set to 0 for circular but we are aiming for 100x300km in this example so I set to 300" so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ? confused Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted January 4, 2021 Share Posted January 4, 2021 Just now, Adam-Kerman said: @Zorg Question on BDB Wiki's Launching and Trajectories - Mechjeb PVG Ascent so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ? confused Yep- that gives more circular orbits in my experience than, say, 130x130. Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 4, 2021 Share Posted January 4, 2021 17 hours ago, Vals_Aerospace said: I absolutely adore the Mariner 10 parts, so I did a bit of a showcase: The rest: Hide contents Your the first person in awhile Iv seen using MPE. Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 4, 2021 Share Posted January 4, 2021 2 hours ago, Minmus Taster said: MPE What's MPE? Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted January 4, 2021 Share Posted January 4, 2021 5 minutes ago, computercat04 said: What's MPE? Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 4, 2021 Share Posted January 4, 2021 1 minute ago, Clamp-o-Tron said: Thanks Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 4, 2021 Share Posted January 4, 2021 1 hour ago, computercat04 said: Thanks Gonna warn you that its quite buggy. Quote Link to comment Share on other sites More sharing options...
Zorg Posted January 4, 2021 Share Posted January 4, 2021 4 hours ago, Adam-Kerman said: @Zorg Question on BDB Wiki's Launching and Trajectories - Mechjeb PVG Ascent so, do I set the Periapsis to 130 and set the Apoapsis to 0 for a circular orbit or ? confused yes thats correct. It might sound a bit odd when you see it first but it makes sense when you think about it as a description of the final orbit. The periapsis is the lowest point of the orbit, and if the apoapsis is set smaller (can be any number smaller than Pe) its disregarded. The apoapsis field exists for eccentric final orbits. So you can say set 100km for Per and 500km for Ap and it will basically finish your launch trajectory into an 100x500km eccentric orbit. Can be fun to launch directly into a transfer orbit etc. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 4, 2021 Share Posted January 4, 2021 2 hours ago, Clamp-o-Tron said: I don't think MPE adds the gas giants... What mod is that? (I want it!) Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 4, 2021 Share Posted January 4, 2021 2 minutes ago, Spaceman.Spiff said: I don't think MPE adds the gas giants... What mod is that? (I want it!) Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 5, 2021 Share Posted January 5, 2021 Nimbus 3. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 5, 2021 Share Posted January 5, 2021 The upperstagetrustbuff cfg is apperently outdated. bluedog_Centaur_RL10 should be bluedog_CentaurD_RL10. Its embarrassing how long it to me to find out why it was not working.... Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 5, 2021 Share Posted January 5, 2021 Is there a specific fuel tank that goes with the Timberwind engine? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted January 5, 2021 Share Posted January 5, 2021 On 1/3/2021 at 4:50 PM, DeadJohn said: Problem solved by uninstalling KRnD (Kerbal Research & Development). That mod's thread warns us that "Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale, InterstellarFuelSwitch, Firespitter, B9PartSwitch)". I assume this means you have solved the issue? Glad to hear it Quote Link to comment Share on other sites More sharing options...
Pappystein Posted January 5, 2021 Share Posted January 5, 2021 (edited) 24 minutes ago, computercat04 said: Is there a specific fuel tank that goes with the Timberwind engine? Soon?(TM) I assume proper mounts and tanks for Timber-wind on Titan, Timber-wind on Saturn and the like.... Will come when they come. We know Cobaltwolf IRL is "fun" ATM, so I can only suggest patience. according to this chart there are several potential rockets to be integrated on.. Which require multiple parts and time to do. And I am surprised that Timberwind is even in BDB... It is after all the propulsion for an Exopheric Kinetic or chemical Laser Kill vehicle for SDI (aka STAR WARS) Edited January 5, 2021 by Pappystein Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted January 5, 2021 Share Posted January 5, 2021 12 hours ago, Pappystein said: I assume this means you have solved the issue? Glad to hear it Yep, solved. KRnD breaks some BDB part variants so I uninstalled KRnD. Quote Link to comment Share on other sites More sharing options...
Jim Pickle Posted January 5, 2021 Share Posted January 5, 2021 Has anybody tested this with the latest KSP version? Quote Link to comment Share on other sites More sharing options...
computercat04 Posted January 5, 2021 Share Posted January 5, 2021 1 hour ago, Jim Pickle said: Has anybody tested this with the latest KSP version? Yes, and it works well. Quote Link to comment Share on other sites More sharing options...
Teslamax Posted January 5, 2021 Share Posted January 5, 2021 Is it possible to retract the solar wings of Skylab's ATM (Kane-OCO-PP Solar Panel)? I'm trying to do so with a level 1 engineer on an EVA. A study on Skylab mods for Shuttle use relied upon two solar wings being 'cranked' back manually to secure enough maneuvering space for a shuttle docking. Do I need a higher level engineer or is the manual retract mechanic not available in game. I'm using KSP 1.8.1 with a lot of mods so mod conflicts could be involved. Quote Link to comment Share on other sites More sharing options...
JoeFlyer Posted January 6, 2021 Share Posted January 6, 2021 Good evening! Wonderful mod you guys have here. Following the manual (albeit old) and referencing some videos, I made a full Saturn V with proper staging thanks to you guys! Tweaked the gimble limits and it barely even wobbles! Looks great and stages nicely. However, I’m having one problem staging doesn’t seem to solve, though. When it comes time to open the upperstage fairing on the way to the moon, I can’t seem to get the service module to disconnect from the lunar module. (I turn on RCS on the service module to perform the rendezvous after opening the fairing, but it turns on RCS for both craft as if they are one vessel already, even though they are in proper launch orientation). The problem seems to lie in how the parts are assembled: when I put the lunar module below the service module in the VAB, it keeps automatically putting a fairing over the CSM engine bell as if the two vessels are connected. I tried putting a small coupling, but this breaks the rocket, and I have found no other way to mount the lunar module to the fairing, as the lunar descent engine doesn’t have the green mounting bubble. Has anyone had this issue? I’d love to get it to work properly. I hope I’ve described it well enough. (Also: Sorry if this has been addressed before, I googled as much as I could and perused this thread but there are just too many pages and I didn’t find anything). Best, Joe Quote Link to comment Share on other sites More sharing options...
Adam-Kerman Posted January 6, 2021 Share Posted January 6, 2021 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.