Jump to content

KingPhantom

Members
  • Posts

    354
  • Joined

  • Last visited

Everything posted by KingPhantom

  1. thank you for giving ksp still love
  2. i posted 2 findings in the wrong thread . links below. i love the update but the alarm clock is way off with transfer windows. it was 100d too late for the perfect return from duna to kerbin. i had to do massive corrections. and the maneuver creator doesnt take the first possible window. also when you try to go from kerbin to mun. you have 1 transfer slot every orbit but it took one 2days ahead. that was a bit strange. and it was not a direct transfer it went to mun but then i had to do one extra orbit for the encounter (see screenshots in linked post below). thats a bit strange TBH. but its the correct direction just needs some tweeks that we can trust on this 2 really usefull gadgets. https://forum.kerbalspaceprogram.com/index.php?/topic/203252-kerbal-space-program-112-on-final-approach-is-now-available/&tab=comments#comment-3994567 https://forum.kerbalspaceprogram.com/index.php?/topic/203252-kerbal-space-program-112-on-final-approach-is-now-available/page/2/&tab=comments#comment-3994878
  3. just tested the maneuver node creator. works descent to me and i like it. but it doesnt take the next possible transfer window. i did a test with mun and it created not the next possible node in the orbit. it took one 2d ahead and the new path went to muns altitiute but took a trip back to kerbin, pass kerbin and then go back to mun to have an encounter :). that is a bit strange to be honest see where mun is when i was on my way to it. arriving there it switched to a return to kerbin orbig (with PE 84000) and on the next trip i had my encounter.
  4. can please someone check my findings with the new alarm clock? just to make sure. i would love to have an alarm clock i can trust of . but the first try with interplanetary traveling didnt work as it was off about 100days to the kerbal alarm clock mod and the real transfer window.
  5. great update. i just tested the alarm clock and compared it with the mod. a transfer from duna to kerbin: - mod was 100d ahead and i was able to make a perfect and efficient way back - new alarm clock widget scheduled the transferwindow 100d after the mod and i needed double the deltaV as on the window with the mod it seems that there is still something off. maybe it fixable with a hotfix. the maneuver node widget looks good but i havent got much to test that for now. i love the new update. i think this are 2 things that we needed. but they have to be correct that we can trust on that. the comparsion of the alarm clock widget with the mod gave alot of different values for the same actions in the same save. and around dres i got alot oft crash to desktops
  6. thx. its just about the graphical settings. i have to find them complete new. but the inputs will come from time to time. i will push buttons to do something when i need it. then i remember the input layout
  7. great update. thank you. i love the removing of the warp height restrictions and the cheat tool for placing crafts on the surface. so i can test my landers way faster! only downside: my complete settings got lost. i had to redo my graphic and input settings again. anybody else with this problem? can i manually save them somehow to "insert" them the next time?
  8. i hope that all parts are also usable in space... i smell a canadarm on the stations. that would be AWESOME
  9. i love the revamp. i love the variants and new colors. and that we can shrink some engines one diameter smaller with one of the variants. and i love the 2 nozzled poodle. but i would also love to switch between 1 or 2 nozzles. on landers or small docking crafts it looked great with the "small" 1 nozzled engine
  10. first image: cool. looks similar to my tries. second image: what?! i did not see that comming
  11. most of the revamp updates doesn't destroy the mods. mods just got problems when something in the core will be changed. probably squad can announce that to prepare the modders.
  12. hmm. i've tested the links again. they are still working i can attach the files to a PN if you like
  13. good one. but it doesnt work. i can see a "not loaded" grey texture with my new varianttheme "green" on 1 part. but i did 4 cfgs for 4 parts
  14. i've tested all links. they are working. where do you have difficulties?
  15. i tried this one. but i doesnt work. probably my syntax is not correct. i ignored location files in this one and i just "added" a new "themeName". i dont know if this is possible that easy. @PART:HAS[#name[Size1p5_Tank_01]]:FINAL { MODULE { VARIANT { name = Green displayName = Green themeName = Green primaryColor = #00ff00 secondaryColor = #006600 TEXTURE { mainTextureURL = GSSkins/Parts/FuelTank/Assets/Size1_5_Tanks_green } } } }
  16. Here is the first DL link for the Apollo 11. Happy launching & testing
  17. i'm testing a making history version of the saturn v as we got the new parts :). it will be a "kerbal style" saturn v with the correct amount of deltaV without half full tanks. so it will be tiny in lenght compared to its real world counterpart
  18. is there a list which shows me the real world counter parts to the new parts (mostly engines). it looks to me that the LEM engine is really big... should that not be something like the terrier 909?
  19. it was directly in my steam. very cool i love the new parts! its great. already did a saturn v and a apollo mission to mun. its great and makes a lot of fun. but its again time consuming i think i will add another 800h to KSP thank you squad! keep that going!
  20. i've updated both crafts to 1.4. NASA Apollo Saturn Vb NASA Apollo Saturn VIIb i've tested both on the launchpad but did not a complete mission. please give feedback if something is wrong. i also updated the old crafts with the STS as an own file.
  21. amazing. but not the kerbal way add more boosters joke by side: great craft and awesome mission. i think this is very difficult to do with no margin of errors...
  22. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible. Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods). I'm really happy with it so i want to share it with you! The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking. Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)... This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12). For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing. After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree. Have fun with it! Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).
×
×
  • Create New...