hypervelocity

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Everything posted by hypervelocity

  1. Hi all! hope you are having a great day! I just wanted to share a cool new interactive feature by NASA that shows all the incidents and close calls ever occurred in human spaceflight! I am still discovering the microsite myself but I can tell you already it is really cool! https://spaceflight.nasa.gov/outreach/SignificantIncidents/index.html Hope you enjoy it!
  2. @Munar pilot One Intrepid Spaceplane craft file coming right up! https://www.sendspace.com/file/4icx8m (link will be good for 7 days)
  3. Today, I am living up to my promise! I humbly give you Reds Station, a Lunar orbital science outpost and observatory constructed under Real Solar System & Realism Overhaul. The station is a fully equipped orbital science laboratory with a crew capacity of 5. The middle section contains 2 Observatories, and it rotates freely to generate 0.55g of artificial gravity (specs in the imgur album description). It was assembled in low lunar orbit in 4 flights (Command & Rotation Modules, Arm & Observatory 1, Arm & Observatory 2, Propulsion Module) Hope you like it!
  4. hey @frisch! I think I might have something for you - I had ample success with my Intrepid Spaceplane - a lightweight LEO & Moon Taxi capable of carrying 10 crew and delivering 3.3km/s of delta-v to serve the LEO & Reds Lunar Station (http://forum.kerbalspaceprogram.com/index.php?/topic/148678-13-planetary-domes/&page=7#comment-3105724) operations. Specs (craft file https://www.sendspace.com/file/4icx8m The vehicle handles reentry very well, keeping stability and control throughout the descent (usual profile is a shallow reentry, 300-140km Ap & 60km Pe, coming down mostly holding 20° AoA) Total Wet Mass in the screenshots is 11.4T with 200m/s delta-v (RCS fuel for reentry). I had created a thread in the past asking for spaceplane aid in RSS/RO - there are some good tips in there, plus a link to a spaceplane thread with the basics (try searching for threads I created and you will easily find it). Also, @NathanKell did a comprehensive youtube video showing the design process of a smaller vehicle: Hope this helps!
  5. thanks for the reply @Stevie_D!! B9 has a Sabre engine and the guys at RO did configs for it, so I'm using that to try and build the Skylon !
  6. Hi guys! hope everyone's doing great! I was wondering if someone ever managed to build a Skylon or similar SSTO spaceplane with the B9 motors and configs provided in RO. I only managed to get to 4.5km/s, almost half way to orbit - I can't seem to get the fuel fractions right and also don't think my ascent profile is quite right, I only manage to get to the engine's airbreathing temp limit at about 25km up in the atmosphere, which I think is a little low. I was just wondering if it's even possible EDIT: I know SSTO spaceplanes are pointless and impossible to build with current tech... but hey it's for fun that I'm trying!
  7. wow @Stevie_D, this looks hawt!!!!!! I will sure be downloading the pack once it releases! shameful but humble ask :$ would you consider going with a less yellowy texture for the command pods? I think the colour/textures on the Kraken capsule look absolutely gorgeous and will fit the overall theme of the rest of the game's parts. again, this is looking fantastic and cannot wait for the release! great job!
  8. this looks great!!! I have been using the following resource to create my spinning habitats: http://www.artificial-gravity.com/sw/SpinCalc/
  9. @Motokid600 Ion if going with ultra-light spacecraft; Hypergolic if medium-sized spacecraft; Gravity assists with Patched Conics > 5 (not that easy to get right at first attempts); Nuclear/Hydrolox with the boiloff fixes suggested before & in the HeatPump threads. EDIT: also, don't be afraid of humongously big & heavy launchers - I've learnt to stop worrying and just scale up!
  10. you do it outside the quotation marks, as in: "F:\Kerbal Space Program CURRENT\KSP_x64.exe" -force-d3d11
  11. @FreeThinker, many many thanks for the prompt response, I really appreciate it! One last question and I will stop bugging you*: would there be a way to use the KSPIE mod without it's planetary resources' definitions and locations? In my current RSS/RO carreer game I am already taking advantage of planetary resources throughout the Solar System and I wouldn't like for my planetary facilities to suddenly render obsolete due to resources' re-placement. Again, many many thanks for your hard efforts & responses! All is very much appreciated !!! *Subject to change due to my awkward newbness :$
  12. thanks for this wonderful mod!!! I have just downloaded a copy and am set to start incorporating it in my RSS/RO late-game carreer-mode! however I am running into an issue related to planetary resources: I had the Moon fully scanned for resources and had landed a water extracting craft - after installing KSPIE it would appear as if the water had vanished! is KSPIE touching anything related to planetary resources and their locations in planetary surfaces? many thanks in advance!!!
  13. this is great, I have been trying to model a SABRE spaceplane in RSS+RO with the b9 engines and only reached ≈4.5km/s before fuel depletion - I will evaluate if my design fits the aforementioned table & tweak it if it does not. it would be great to tie this thread to users' actual attempts at building these in RSS/RO !
  14. the telescope looks great !!!! cheers for the release!
  15. Realism Overhaul !!!!!!!
  16. @stratochief66 I just want to mention I had missed your comments on my fixes on the licquefaction array & drills' cfgs on github. I replied a couple of weeks ago stating this and now just wanted to let you know in case is relevant in light of the repo move @regex will be performing. Best regards to all!
  17. thanks for the prompt reply @blowfish - I will follow it up with the RO guys, many thanks for your efforts with the amazing B9 mod!!!!
  18. Apparently the issue might be related to the engine's RO/RF config or mode switching method/module, as has been suggested by @blowfish over at the B9 thread - I will try to reproduce the error later this evening to discard mod conflicts as the cause - will post relevant logs as well.
  19. @blowfish - I know and I have posted over there, just wanted to mention it here as this thread gathers B9 users and maybe someone recognized the issue. Just to confirm - SABRE's mode switching is working fine under vanilla KSP + B9?
  20. I was wondering if anyone here experienced an error/bug in 1.2.2 where the parts category buttons (i.e. Engines, Tanks, etc.) stop working and you need to close SPH/VAB and re-open to get the parts catalogue working again? The aforementioned has occured to me in 1.2.2 with several mods - I will get back home today and try to reproduce the issue on vanilla KSP + EER only - will also post logs if noone recognizes the issue from my scant description!
  21. I may have found a bug/error on the B9 part's SABRE engine or its config with RO. The engine behaves curiously - I cannot switch between modes and am stuck in the closed cycle mode (cannot get it to airbreathing mode) - also, the fuel consumption in CC mode feels strange, like its consuming less fuel than it should. I have experienced the aforementioned in 1.2.2 with RO plus a suite of mods - I will get back home today and try to reproduce wih only B9 + RO to provide a detailed explanation.
  22. I may have found a bug/error on the B9 part's SABRE engine or its config with RO. The engine behaves curiously - I cannot switch between modes and am stuck in the closed cycle mode (cannot get it to airbreathing mode) - also, the fuel consumption in CC mode feels strange, like its consuming less Lqd.Ox/Lqd.H than it should. I have experienced the aforementioned in 1.2.2 with RO plus a suite of mods - I will get back home today and try to reproduce wih only B9 + RO - I will also post this in the B9 thread.
  23. I remember there was an extension/fork to this mod that allowed configuring the wings using angles instead of root/tip lengths - and also removed the limits for maximum lenghts and widths of the wings - does anyone remember the name of this mod?
  24. I'm using Procedural Parts in 1.2.2 and they work just fine