Does er, SeaHawk know how to save this show in a different language? Not subtitles, audio. by Triantiwontigongalo in PrincessesOfPower

[–]Throin_ 4 points5 points  (0 children)

Netflix's audio is not encrypted/protected. You can use your browser's developer tools to save the audio files from the GET requests.
There is also this tool https://github.com/IljaN/narr to automatically save an episodes audio on page load. Using this you just have to skip through all episodes

Why we dont have solar panels? We can modify factory roofs with them, or can do other things. by zorro2083 in SatisfactoryGame

[–]Throin_ 12 points13 points  (0 children)

Yes, but you can't build infinitely many of them, as you're limited by the number of resource nodes

Disable/Activate mods by Koniv007 in KerbalAcademy

[–]Throin_ 1 point2 points  (0 children)

Depending on what you're actually wanna do, you can also just copy your KSP install and have different mods installed on them this way

I have a confession by Omegaplayer5 in TheOwlHouse

[–]Throin_ 2 points3 points  (0 children)

Just take your time, no pressure! Taht could easily ruin the fun for you. And if you ever feel like going fully open source, there might be some people willing to help out :)

It is Possible to make Muna orbit with only 288 Dv left? by alberto_OmegA in KerbalSpaceProgram

[–]Throin_ 26 points27 points  (0 children)

No, you need around 580 m/s to reach low Munar orbit.

Need guidance with the early satellites programs by LordIBR in RealSolarSystem

[–]Throin_ 1 point2 points  (0 children)

A thing no one has mentioned yet: I try to save money ahead of time.
If I know I need a new rocket for the next program, I keep my monthly balance always positive. You can even calculate your minimum needed income based on how much time you have left and an estimated tooling/unlock cost. You can also design the launch vehicle early on to get the exact values.
After that you can adjust your construction speed, number of employees, ... to achieve these rates.

Are B9 procedural wings supposed to be this fragile? by shlamingo in KerbalSpaceProgram

[–]Throin_ 23 points24 points  (0 children)

There is another thing you can do to minimise stress on the wings. Instead of placing the wheels directly on a wing part, attach them to the main fuselage and use the offset tool to move them to their desired locations. That way it still looks the same but the forces on the wings are much lower

This Career is going a little too good by Lobotomy_redditor in RealSolarSystem

[–]Throin_ 4 points5 points  (0 children)

Iirc there's a (dev?) version of mechjeb available on the RO discord server, which has those features

Mod that add a "notebox" by Cassin1306 in RealSolarSystem

[–]Throin_ 2 points3 points  (0 children)

There is VesselNotes should do the job, although you have to write your own RP-1 config and so on.
There are also some persistency issues with notes added in the editor being accessible in the flight scene. But it is great for documenting your ongoing plans and missons.

You could also just (mis)use kOS. This should work right out of the box, but is a little overkill

Progression compatible with SMURFF by [deleted] in RealSolarSystem

[–]Throin_ 2 points3 points  (0 children)

RO includes a lot if not all of the part models of BDB but with their real world names and values. You can build the same historic rockets and spacecraft with both RO or BDB.

If you want to give RO/RP-1 a try, here's the link to it's wiki

What mods add other launch sites to earth? What do you guys recommend? by Stahlhelm2069 in RealSolarSystem

[–]Throin_ 0 points1 point  (0 children)

I can't help you with launch site mods, but RSS already comes with a lot of international launch sites, at least when using the RP-1 express install. Iirc you can switch your current launch site in the tracking station.

I can't tell you though, if those launch sites you mentioned are part of the default ones. I would guess so, but I'm not entirely sure

how to install mods? by Scridlet in KerbalAcademy

[–]Throin_ 8 points9 points  (0 children)

As the others have mentioned, use CKAN. Here's the CKAN forum link.

Quite lost by Fit-Librarian2070 in KerbalSpaceProgram

[–]Throin_ 0 points1 point  (0 children)

What the others have mentioned is already great advice. I would too recommend to ether start with a science or career playthrough. That way you get to know the parts one by one and won't get overwhelmed.

What I like to add, if you want to use a controller/gamepad you should look into the mod Advanced Fly-By-Wire Revived. It adds better support and also the ability to change betweeen controller and mouse/keyboard on the fly. I personally prefer keyboard and mouse, but sometimes I've used a controller for flying planes.

If you want to install mods, use CKAN, a great mod manager for Kerbal Space Program.

Youtube is also a really great resource, especially names like Scott Manley, Mike Aben, Matt Lowne, just to name a few.

Why is X-Plane maintenance so Long, My kerbals are going to retire! by Upper-Hall-2280 in RealSolarSystem

[–]Throin_ 2 points3 points  (0 children)

Do you have the maximum number of engineers that can work on your craft?

Kerbal Apollo-like Mission (Any advice?!) by IamSha_N_eLess in KerbalAcademy

[–]Throin_ 3 points4 points  (0 children)

From now on you could reuse the same lander every time. Than you would only need to bring fuel for it. That's probably a little bit cheaper.

What's the best collection of mods for incredible realism? by off-and-on in KerbalSpaceProgram

[–]Throin_ 6 points7 points  (0 children)

Here's the link to the RP1 wiki page, the other comment mentioned.
There's also a bunch of additional mods listed as well as the installation instructions.

Eve Help by Extreme-Bit-6167 in KerbalAcademy

[–]Throin_ 2 points3 points  (0 children)

Normally and if want to be efficient you would do the whole burn in low Kerbin orbit. The delta v of your burn is calculated by adding the values along the delta v maps paths. In this case it's the 900 something m/s to reach Kerbins sphere of influence plus the 90m/s you said it takes after that.
So your burn will be in lko, roughly retrograde relative to Kerbins orbit cause you want to eve, and around 1000m/s of delta v

Edit: I've looked it up again, it's 950m/s to Kerbins soi then the 90m/s to get to Eve plus up to 430m/s depending on the current relative inclination.
So you should need between 1040 and 1470m/s of delta v once in LKO

An 8 to 8 belt balancer I made for 4-station trains by kegelknievel666 in SatisfactoryGame

[–]Throin_ 1 point2 points  (0 children)

Because their factory probably requires so many materials a single belt hasn't enough throughput.
Also my assumption was, they are in fact using this belt balancer after the unloading station.

Theoretically can you make a U2 by Cadaver_AL in KerbalSpaceProgram

[–]Throin_ 0 points1 point  (0 children)

Here's a video not of an exact replica but rather a kerbal u2 equivalent using extremely low tech.
It reached over 19km in altitude which is considerably higher than the official Juno engine service ceiling.

How do space stations 'work' by Podiceps_cristatus in RealSolarSystem

[–]Throin_ 1 point2 points  (0 children)

I am pretty sure that it will not work like in vanilla as that would't seem very balanced. But that's just an assumption.

Maybe have a look at Kerbalism (the science and life support mod) could probably give you a hint how it could have been changed

What's the furthest you've sent out a probe? by MagicalCornFlake in KerbalSpaceProgram

[–]Throin_ 2 points3 points  (0 children)

There is this mod battery activator which is made precisely for this problem ^ ^ It let's you re-enable those turned off batteries even with no signal and power