• Content count

  • Joined

  • Last visited

Community Reputation

8 Neutral

About WintericeUK

  • Rank

Contact Methods

  • Twitter
  1. parts

    Is a radial ore tank REQUIRED for the Jaw to begin converting asteroid mass into Rock? Thanks in advance... Edit: after kit-bashing a test rig together, yes you DO need a radial ROCK tank to convert asteroid mass (unlike as shown in the OP video where the asteroid itself was a container for the rock)... unless I have a massive mod collision somewhere that is breaking ART's asteroid changes... Edit 2: I put together a Stock + ART (Version, freshly downloaded today) test install and the behaviour is the same, a separate ROCK tank MUST be attached to the asteroid in order for the system to work. The Rock is NOT being held within the asteroid as @RoverDude's video in the OP shows (Was this an evolution of the mod or is it a bug?).
  2. I have the exact same issue using the Dev build from the front page.
  3. Sounding Rockets is what gave me the idea for something that would fit in neatly alongside both DERP and Sounding Rockets. I love using SR and DERP to build my CSM internals in the stock Service Bay. Two DERP structurals stack nicely in there and that then takes my monoprop, supply bags and small experiments, plus a DERP monoprop tank and a fuel cell and a stock 200e battery (offset inside a DERP Structure ring). >.> tbh I love every RoverDude mod...
  4. @RoverDude, I'd like to make a part suggestion for DERP. A radial battery pack that can clip onto the DERP structural frames. I was thinking about 40e with the mdoel being two of the batteries from the solar panel / fuel cell parts in an array... either that or the kerbal equivalent of a 9v battery and a cable connector...?
  5. Much kudos on that graphic! Where did the base picture come from? I don't think it's a KSP screenshot (and if it is then dear god that is some serious screen archery) and I'm kinda hoping I could get it for a wallpaper so I can weep anew at its beauty every time I turn my computer on!
  6. Where does the graphic from the banner image in the OP come from? Every time I see it I want to burst into tears it is so beautiful...
  7. Quick question, is the parachute for the 0.6m nosecone supposed to come out at a 45 degree angle? It almost looks like its one parachute of a twin-chute setup in a way...
  8. Jebediah, Valentina and Bob return from their six day polar expedition during which they thoroughly tested their Bon Voyage auto-drive systems... Their responses? Jeb - "It's awesome! I want one for boats too!" Bob - "Very useful, I was able to spend more time on science as a result!" Valentina - "Out of the way, nobody get between me and the showers! Oh, the BV? Worked a charm, now MOVE!"
  9. Well, if nothing else, the particle effects look good I'll give it a test today and drop my feedback in here. Edit: Two thumbs up! Works great as a souped up pair of Panthers!
  10. Hmm, one problem there, High Altitude flight comes AFTER supersonic flight on the stock tree and CTT, not sure about any other tech trees as I haven't got installs with them.
  11. Correct. It would balance the part with the rest of the jet engines within the pack without having to remove the very high thrust the engine is capable of AND also allow it to be of use as a higher efficiency cruising engine.
  12. Great to hear regarding the tags. So, I sat down with a Stock + Quiztech install of KSP and played around with some numbers and here's a suggested revision of the Mk2 Twin Turbofan Engine as a twin-mode engine with an afterburner (akin to the Panther). Mode 1 - Normal 18,000 ISP 522 kN Thrust @ Mach 2.5 180kN Thrust @ Stationary Mode 2 - Afterburner 8,000 ISP 1,044 kN Thrust Mach 3 300 kN Thrust @ Stationary This would bring the normal mode of the engines in-line with the rest of the engines within the mod-pack while retaining the existing high-performance as a secondary mode so as not to break craft files. This would allow the engine to have a better cruise profile and still give it the power needed for either SSTOs or combat aircraft. I drew up a quick spreadsheet of engine values, might be useful to help put these changes in context. Link to Google Docs Spreadsheet Thoughts and feedback?
  13. Love the parts but there are a couple of things... Mk2 Twin Turbofan Engine could use having the 'jet' search tag attaching to it for a small QoL improvement. Mk2 Twin Turbofan Engine has a Max Thrust of 1043.903 kN @ Mach 3 and an ISP of 8,000. Allowing for the fact that it is a twin-engine assembly, that is still 521.9515 kN @ Mach 3 per engine which is greater than the stock Turbo Ramjet (386.657 kN @ Mach 3, 4,000 ISP) and the Panther AB Turbofan (107.885 kN @ Mach 1.8, 9,000 ISP in Normal mode and 219.476 kN @ Mach 2.5, 4,000 ISP in Afterburner mode). Perhaps bring the stats in-line with two Panthers?
  14. First, let me say that I was initially very skeptical about this mod and if I would really find it useful. Then I watched a video by The Beardy Penguin which utilised this mod and I thought to myself "Huh, okay maybe I should at least try it..." Now... I'm not sure I could ever do planes in KSP without this mod! It takes planes from being frustrating, annoying and generally obnoxious to use and makes flying them into something that is REALLY fun to do! 5/5 - Will never fly a plane without this mod again! On a side-note, definitely get the Improved Chase Cam mod to go with it...