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About Freds

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    Rocketry Enthusiast

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  1. I use probes to one way trips, satellites for communication network and scansat, and for very difficult missions (like Tylo or Eve returns). Almost all other things are manned missions. (Jebediah loves to plant flags on moons and planets!) What i do most of the time is to put a research space station in orbit, collect science on planets/moons and, then, transmit the pure science back to kerbin. In order to complete the research display in the research center, i do science missions twice - one sample for the Lab, another sample to kerbin (Experiment Storage Unit is nice for that kind of thing!).
  2. If something fail during the launch, i just hit esc->revert. But, if i have an Kerbaled vessel designed to do atmospherical missions, i usually have the cockpit attached to a decoupler (or separator) with at least 3 radial parachutes - 2 normal and 1 drag (in Duna, due to the thin atmosphere i double the number - 2 drags and 4 normals). No sepratron needed. If something bad happens, i just kill the engines and activate the emergency group. The entire front session is separated from the ship, and, (usually) lands safe.
  3. In a mothership docked in a space station on Eve Orbit, waiting for the arrival of the brand new Eve01 space plane, which was designed especially to land and return from Eve.
  4. It worked perfectly!! Tested with a ship with 2 chutes setted to "drogue mode", for high altitude deceleration, and 4 in "main chute mode", for low altitude deceleration!
  5. FAR -> Last dev version. KJR -> Last version available on CKAN ( 3.3.1 ).
  6. I made some tests: We already know that Realchute + FAR + KJR == Problem. Real chute, without FAR and without KJR --> Works OK. Real chute, without FAR and with KJR --> Works OK. Real Chute With FAR, without KJR --> Problem happens. But now the interesting test: Real chute With FAR, with KJR -> Works OK. Maybe the problem is with the "FAR compatibility update. Addresses changes to FARAeroUtil.GetCurrentDensity()" part of the changelog..... or maybe it is with FAR GetCurrentDensity function... . The tests was made with the same quicksave, with my prototype spaceplane flying over EVE.
  7. The same happened with my EVE space plane. It is designed to land with parachutes (so no need to complicated landing procedures), but, when i open the parachutes.... the same issue happens . Just tested without KJR: The bug still happens. Tomorrow i'll try without FAR.
  8. What? An DLC for the best game in the world? I will buy it as soon as it is released on Steam!
  9. I have both installed - Space Y is another must-have mod - greatly reduces de complexity (and number of parts, memory, cpu...) needed to launch that monster.....
  10. This mod is in my "Must Have" Mods!!! It allowed me to create really useful spaceplanes, and, a new playstile. This spaceplane is one of my favorite spaceplanes: It is a Cargo Transporter - Its mission is to go to Kerbin's Orbit and dock at the KSS1 Space Station, parked at a 2500Km orbit. Below a ugly, heavy, unaesthetic thing: the Mothership NAUM (Naum is my cat's name - she helped me in the design by walking over the Keyboard sometimes...). Lots of mods are used: Nertea's mods are used for functionality parts (2 small reactors, capacitors, MK4, Heatsinks...), Uzbio Welding for the big body, Atomic Age engines, KIS/KAS Container, Mechjeb is essencial for piloting that monster (10 minutes burn are common...), and lots more....
  11. It depends.... if my objective is to send something that will never return (a small satellite, for example), i always use rockets. If the objective is to send something that i need to bring back sometime, and it fits into a cargobay, to i usualy use a Space Plane. I have almost no SSTO in my fleet, because i think its best to put 2 inexpensive droptanks with extrafuel to increase the range and maximum payload weight of a ship. I have done the Jool5 challenge (An fly by to all jools moons with one ship), so, to do the mission, i used 2 ships: An spaceplane with a smaller Xeon powered spaceship in its cargobay. The mission happened this way: Spaceplane took off from KSC Runway, drop its tanks at, aproximally 50Km altitude, parked in a 250Km parking orbit, released the Xeon ship. Xeon ship goes to Jool's moons and get back to Kerbin's orbit, re-docked in the Spaceplane, and lands on KSC Runway.... Mission cost: +/- 20000 credits (2 droptanks, +/- 10000 each) + Fuel costs. Mission rewards: lots of science, credits for the mission and lots of fun (which is the more valuable reward of all! <3 )!
  12. Sometimes i use a Stayputnik in my engineless local communication satellites. The sattelite is just a Stayputnik, a relay antenna, a small battery, 2 OX4-L solar panels and, of course, a decoupler. There is no need for engines because the sattelite doesnt have a planned orbit: When any interplanetary mission happens, i put 1 or 2 of these onboard. I release them any moment when the eccentricity is <1 (so, it will stay in orbit)..... But i think to abandon that method in favor to this one! Much more effective way to create a comm network!
  13. I was researching some high speed aircraft. This little unnamed thing, inspired by a design posted by someone here in the forum, was able to reach Mach 5 without any rocket propulsion. The 2 rapiers are on atmospheric mode. (In fact, the airplane doesn't carry any oxidiser).
  14. i was thinking about this kind of design, to launch something just like Virgin Galactic does. Its cheaper and simpler than traditional SSTO, but the problem is with KSP: You cant control 2 vessels at the same time - in the moment that the carrier goes out physical range, it will be deleted, all kerbals lost Maybe Airpark mod can help, but i never used it. But, if someone, somehow manages to do it, i would love to see it in youtube!
  15. I have the same problem, but i never found out the mod that causes the problem I dont think SpaceY is the problematic mod, because it happens even with ships that dont use any SpaceY parts.