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Yes, for every atmospheric body. Good thing that it's splitted into several parts, so you know which ones are referring to a in-atmosphere burn, and which aren't.

So you can have an idea what's needed for the 80km orbit. As said previously, I couldn't find that feature on KER, but here's what I think it is the cause of these differences:. It includes the little "" number over the Moho Intercept number. That number represents the maximum possibly necessary dV in order to do a plane change that "Ascending" and "Descending" nodes stuff; the angle difference between planets.

That means this number may vary considerably, depending on Kerbin's and Moho's position relative to Kerbol. Depending on the transfer window date, you may need less dV than what's specified there. I'm sorry for the wall of text. I have this bad habit on me, and it's very hard to get rid of it. I've gotta filter my text several times before posting. He understands that is an approximate target for that trip. Best way I can describe it is, you have a typical three-stage asparagus rocket, with all fuel lines and decouplers properly organized.

Upon launch, with MJ's delta-v window open so I can see the readouts, the first stage burns through its dV over a period of X seconds. But while this is happening, the second stage will 'magically' begin to GAIN both vacuum and atmo delta-v.

The third stage will also show gains, but to a lesser extent. Together, these 'additional' gains may be enough to push the total dV to the for Moho. Theoretically, this shouldn't happen. Any mass above the first stage ought to be considered as static payload weight, as per the Rocket Equation.

Obviously, the physics are right, it's the estimations that are 'wrong'. Engines have different ISPs depending on atmospheric pressure, and the change in ISPs is a smooth curve, not an instantaneous jump. MJ and KER don't know your exact launch profile. They have to make estimates based on a standard gravity-turn flightpath. But if your flightpath deviates significantly from that assumed path, then its calculations are messed up, because of reason 1 above.

I have a few more guesses but I'm at work and shouldn't be on here anyways, so it'll have to wait. BTW, this is a good enough question for a separate forum post. 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. Paste as plain text instead. Only 75 emoji are allowed. Display as a link instead. Clear editor. Upload or insert images from URL. Share More sharing options Followers Reply to this topic Start new topic.

Recommended Posts. Kowgan Posted October 16, While the additional KK mods are listed as being for older versions of KSP most of the statics in them still work. Some of them include their own deployed bases which you can delete after install if you just want to use the parts.

Splinter yes it does. I was mainly listing parts only mods with only "example" base set ups. If you're in stock Kerbin, then the Kerbin Side Remastered mod provides many additional air bases. Does this pick up from the last released version of KK, or the various pre-releases that may have been floating around somewhere?

Looks like some minor changes from the KK 1. Corresponds to the fixes mentioned in the OP. If there are any other fixes already done, please don't hesitate to PR them.

There is no KK options in the difficulty settings when starting a new save, nothing showing on the map and I have no new launch sites to select, there's also no toolbar buttons or anything. EDIT: just noticed that my test install is still on 1. Make sure you have the latest versions of these installed. Also note, that even if you do get it functioning in KSP1. You will not be able to add or change anything, but the existing bases in Kerbin Side Remastered will display and work as intended.

Ok that definitely would explain the behavior I am seeing. Problem is I installed everything from the KK Git linked in the OP , and there is zero information about dependencies or where I would find them, that feels like a pretty major oversight I saw you post something about this Custom Pre Launch Checks thing when I was digging through this and the old KK thread, but googling it only brings up the old KK thread, so help me out here, where am I supposed to get this stuff, where is it linked?

An why does this not have all of the appropriate dependencies or the necessary KK doll??? Again I'm using the Latest release linked in the OP , v1. NathanKell might want to include that in the release or at least link to it and let people know they need to grab it. All of the dependencies are handled if you use CKAN to install.

CKAN is a wonderful crutch for those with out the time, or pre-requisite knowledge of computers, to learn how modding KSP works and how simple things like folder structures are set up.

EDIT: just to clarify I'm not saying CKAN is a bad thing, it's great that CKAN can help bring mods to a wider audience of people who would be discouraged by the prospect of manually installing mods even though this is one of the simplest games out there when it comes to installing mods but CKAN often leads to more headaches than it solves, at least for mod authors. Example searches. Hide craft without pictures.

Only Pure Stock craft. Limit part count to a range. Materials Bay. Mystery Goo. Limit Part Count. For guidance deploying the required infrastructure, refer to Configure infrastructure to support SCEP certificate profiles with Microsoft Intune. Next you should deploy the root CA certificate and any other intermediate certificate authority certificates to Azure AD Joined Devices using a Trusted root certificate profile with Intune.

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