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Thraeorn

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  1. Well, it is on a good start to pick up where FASA left off. This mod has defiantly caught my attention as it is the only current mod with Mercury and Gemini rocket parts. Real Scale Boosters is the only current part pack I know that has Apollo parts (sadly they are too big with out another mod to make it fit in "kerbal size") But this is only the most notorious of programs as they were manned. There were many other missions before hand that lead the way to landing on the moon and beyond. Remember the American V2 Bumper Rockets? Most failures but with out them and even the Bell X-1, Who knows what our space race may of looked like. That reminds me... Mercury also had one rocket before Redstone. Little Joe. Any plans for that BD?
  2. Noted. Also to Bluedog. Another helpful idea. You have a "Manuel" which goes over allot of the rocket parts and the chassis of many of the rockets therein but there isn't much about their payloads (other than the agena/belle) I know that the Astérix is the Obleix and was mounted on a Diamant A rocket though I am not familiar with Satellites as I am with rockets.
  3. movie lied to you? What? XD And yeah possibly 2 updates ago as .6 and .6b Which I recently updated from .5 to .6 Were thous the only parts that were renamed?
  4. Ok thanks for that tip, Also did parts get renamed? I can't seem to find Discuri-120 "Tyndareus" which the "Manuel" claims there is to make the Daleth Lite I also noticed there is no "Brun" as well. Im scractching my head as there is no indicator in the changelog bundled with the mod.
  5. This forum has some of the worst UI/UX I ever seen, I mean a text link at the bottom and you can only quote? Where is the reply button? I digress. I am a 3d modler. It is what I do. However I am not knowledgeable at all about moding kerbal but you are. One thing though is there are allot of rocket parts (yey) but not allot of plane parts and in the early days of aviation, this would defiantly be a welcome to also relive. The XB-70 was a glorious bird with only 2 built. The other one went down when a small jet taking photography got a bit too close and ended up clipping the aircraft. It was a deadly accident. I would love to model this aircraft if you can aid in putting it in. or point me in the direction so I can learn myself.
  6. I call dibs I will personally model that glorious bird in the first pic if bluedog would make that a mod. And you lucky to see the last surviving Valkyrie.
  7. That folder was the issue. Found that out last night when I was continuing to try to trouble shoot. And yes I believe I have been using Tantares and Contares who's creator (Beale) created the Trials Gemini capsule, which is now apart of your mod pack last I recalled. So you all are partners in crime, hah. Anyhow I managed to get the science to work, although the experiments take a while to actually bring a new pop up window which displays how much science was collected, they now work and all I did was update the mod. Never knew there were two containing folders/mods for the science. If I have any more issues I will let you know. All I can say is since kerbal updated with allowing you to see the interiors from 3rd person view, Interiors for all the parts in the mod will be quite interesting.
  8. Dear Mod Developer. I fell in love with your mods as I have been able to explore in kerbal the whole US and Russian space program. Though for the longest time the additional science experiments, for a few, never worked. The camera, the geiger counter and micro meteroid never did anything. I recently added in KIS (Kerbal Inventory System) as I was playing around with "Tethering" and all the Gemini parts. With the broken science these two mods played nice. They I realized there was an update. Now they don't play nice at all. When ever your mod is in the game data folder KIS doesn't appear on the tool bar in the VAB or the SPH. Also thanks for fixing the Atlas/Muo as the interstage never fell off properly and always got "stuck" It seems to now stage properly.
  9. The game is easy to learn and it is easy to build something that would fly, orbit can be achieved easy with just the beginning parts if you were to do career. But there are a few things the game doesn't tell and it is for that reason there is even discovery at all. After a while with the game it becomes addicting as you try to push your rockets further and further. The UI is simple enough not to create confusion. Altimeter, Speedometer and thrust level indicator. Other lights let you know if your RCS or SAS is enabled. The top of the screen in the upper right gives you a few statistics on your fuel and battery levels. Since the game takes a bit of a comical simulator approach resourses is important. No diffrent than the sims where feeding them keeps them from starving. Electricity is need to keep your kerbals from not going anywhere. Fuel and other sourses as well come to play but isn't hard to understand as all the capasities are labeled when you create your vessel. Creating is one of the major areas this game shines as you just build and as the game doesn't always have goals other than exploration. You can go wild Unless in career where there may be contracts but even there you can go wild! All parts are listed on the left of the screen as you are taken to the vehicle assembly building or hanger. It is just a matter of picking parts then arranging them. If you can play minecraft then you can build in this game and create. The limits is in the physics if it will fly like a rocket, plane or just make pretty fireworks. Either way it isn't hard to do either and many tutorials are build in the game to help out with any new players. Wernher von Kerman is a very insightfull man when it comes to new players as his tutorials will help you get off the ground easy. In career mode the contracts also simplify things by starting small and allowing only afew parts this makes it easier to learn by building up to bigger things. In the end it still is up to you how you want to play and if you wish, you might just like the fireballs left on your runway. [h=1][/h] Jump to: navigation, search
  10. The best thing anyone can do is play around. Fail and Fail often is key to learning and depending on your situation you might need to play around a bit to see what works. But here are the things that have worked for me. You don't always need to build super massive rockets. Small does just fine too! Shooting of entire stations at once is asking for disaster. Not even the great Mir or ISS was put into orbit in one go and if you look at them, they are all modular. Which means smaller parts build the larger. Just like everything in kerbal. So with a bit of planning you can plan smaller rockets for your smaller parts and larger rockets for your heavier parts. TWR is important, too much weight means a slow rocket and more fuel being burnt up. So keep an eye on the size of your rocket and the weight. I have a rocket I build an named it the LunaV (after saturn V) I studied the stages of the Saturn V and build loosly based. Command pod and the cargo of a lander. Each with it's own stage and weight. This then became key to when I decided to take my moon rocket and switch out the stages with other cargo. (back up a save by default to not over ride) So by play around with different cargo I got an idea of maximum weights for the intended heights and weights. Heights as in how much fuel do I need to go into orbit as opposed to the mun. So just like nasa does, test flights are important to do to make sure your rocket is up to the task. Reverting also helps XD. Sometimes though you might want additional boosters, like SRB's In this case I break them off a little before or after the turn but never during. Things in motion remain in motion unless acted upon by another force. So if you don't want your booster to end up in the side of your rocket in a fireball of doom. Don't seperate at that time. having the seperatron fire at the same time the stage drops the srb if aimed right can pull it away but they only have so much power so again just be smart. Other than that, Rocket science is easy, it's the engineering that gets you.
  11. With the reveal of Valintina Kerman, Female kerbals make an excellent edition to Kerbal Space Program. Though as with the original three, what should the next big three be named? well in this case 2. I think that Sally should be recommended in honor of Sally Ride. What are all of your thoughts?
  12. Hello, I am looking for anything of how to get a shuttle (STS) into orbit. Just like the one that Nasa used. With the new MK3 parts, a stock part replica is possible and that is what I created. There are many issues that I have and am looking for help to counter the problems I been having. First is the weight issues. Second is the Fuel Issues Third is the Release timeing. Forth is the orientation. So lets talk about weight. With an MK3 nose, the large cargo bay and the shorttank mk3 to 3.75adapter.. I took 4 steel panels and used that to mount my 3 SME(shuttle main engines) to them and gimbled them out (like you should) But because of the hallow bay area and the engines in the back, this causes weight to be in the rear making it hard to control (I also have 2 small tanks and the LVT-30 engines on them as OMS) My question is how do you get more of a balance out of this thing with out compromising the aesthetics from a shuttle replica? Second, Fuel. As it drains it will create an imballance and shift the weight. To make the replica, with the parts listed as above the shuttle is litteraly 50% of the real one. 122ft long with a wing span of 78 feet boosters will reach 149 ft with the ET (external Tank) reaching 184ft (of course convert to meters) Anyhow this means that the SRB's that come stock are too small. So I opted for Liquid Fuel Boosters instead. The SRB acts as a single fuel tank and thus always keeps the COG center with the tank, but with the LFB's this isn't possibe due to the size. I need to couter the weight with an even fuel flow. How do I do that, other than fuel lines? And should I be trying to dump fuel from the bottom of the stack up or vice versa or try to keep it all even? Third, Release. How long should the SRB's burn before I release them to rely on the ET. From what I heard the ET should last all the way into orbit. What altitude should I be at and will this be before or after I begin my Gravity Turn which is at 6,900 M? Fourth. Orientation Im going east obviously though should i begin by pitching the nose down to be right side up or should I pitch back to be upside down ? (or does this make a difference?)
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