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tg626

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Everything posted by tg626

  1. AFAIK, the SM/LM lowered it's PE to somthing very low before the LM was "cut loose" to begin it's descent. Not sure if the CM then raised it's PE to wait for the LM's return or not...
  2. This? http://www.videorocketry.com/Vashon/vashon.html
  3. Is there / Could there be a mod that would show the inclination of an orbit in the Tracking Station? Perhaps as another line below "Altitude 13,890m" in this screenshot: Something like this:
  4. They look like this: Dunbree Kerman
  5. Yeah, it just seems to be more of a fight with these parts then the stock ones. I grabbed it for the skeletal 1.25 to 2.5 adapter tank but I too use most of the parts now. Why does "TurboNisu" make you giggle? What does it mean, beyond the name of this pack's author of course.
  6. That's a good call. I really love the Onion, Radish, and Spud but since .25 I've cut them and KW Rocketry from my mods like to play "mostly" stock parts (I did re-install TurboNisu's parts because I use the "Skeletal" fuel tank for my otherwise stock SLS knockoff's ICPS stage) - and I WOULD love to use this little gem to get a 2 kerbal pod into my stable. TurboNisu's parts and this would pretty much fill in all the parts gaps in my mind.
  7. I use MechJeb, and it starts a 100% - my designs usually go 100% up to a few KM then throttle back to around 75% until the gravity turn where it goes back to 100% again. Rarely, it will start pulling the throttle back as I near MECO to limit acceleration to 40m/s.
  8. +1 for Zoidberg! I suggest Janus as a name http://en.wikipedia.org/wiki/Janus Whats wrong with the one [two seater] you have now? (Radish I think it's called)
  9. 2 of mine from years ago. The V2 was made from an Estes comet, which was its self a remake of their older v2! Estes Comet (of the time, now discontinued, I had to glue the die cut balsa fins back into complete sheets and then cut the V2 fins from them, shorten the body tube, and smooth off the "cockpit" details from the nose cone)
  10. Read here http://amyshirateitel.com/2012/02/05/painting-rockets/
  11. I had an SLS style fuel hauler, more or less a block III config with srbs, blow the pad when physics kicked in. I had launch clamps, tho they were FASA not stock. I reverted to the VAB and turned off destructible buildings. No excuse for that in my eyes. Craft was a mere 165t.
  12. Seems that if I remove the FASA Launch Tower (and leave the umbilicals and apollo clamps) it's ok... However, the FASA tower seems to be ok when I have a crewed capsule on the vessel... weird.
  13. See the title. I load my 214t rocket and all is well, load the 268t fuel hauler and KABOOM!!!! (rocket is perfectly intact, but the pad is in ruins) What's up wit dat? I have not uncluded this/that/and the other log because I am wondering if 250t is the limit or something...
  14. and multiple landers and all the parts that build them - unless you dock the labs to the lander and then discard it after "doing science", and even then my strategy was conceived as a way to save √ on the parts.
  15. I run only parts mods so no Kethane or the like, presently I have one station in my career, in orbit around the mun. I use it to reset the Materials Lab and Goo Containers on my reusable lander, and for refueling. So rather then do Apollo style missions over and over I keep using the same lander to visit all the biomes on the mun. I believe this makes it cheaper since I can just load up all the science and return it at once and not do launch after launch to go to different sites to do science.
  16. tg626

    Munraker?

    I noticed it today in the desert too. Now there was a faint hint of what I'd call a high detail normal looking texture on the sand too, but the predominant appearance was the same sort of raked effect. I've never been in a desert that was all sand like the Sahara, so I have no idea if it's legit or not to appear that way, but it doesn't seem "right" to my eyes... Perhaps it's a good idea overdone? I dunno, I'm no expert - but I think the old textures while they looked lower res, looked better.
  17. Even better! I hadn't thought about other financial statements, or graphs... Very nice ideas. Call it "Financials" - I wonder if a mod could do this? On the other hand, I'd really like to see it in game, maybe as part of the Admin Building?
  18. I think we need an in game balance sheet, something where we could see how much was spent on a launch, how much we recovered, and deposits for contracts to help dope out what was profitable and how profitable it was. Of course we can jot down the figures as we go, but in game would be better.
  19. tg626

    Munraker?

    Ah, ok. So long as it isn't a glitch. No ATM here.
  20. Anyone else have a Mun that looks like someone has been dragging a garden rake over it? (When on the surface)
  21. 70km is the Kerman line for me. As such, I tend to take real world altitude numbers and multiply them by 0.7 to get my in KSP targets. For instance, I use RealChute so I have both drogue and main chutes on my Mk1-2 pods and using this: I set the drogue to pop at 5000m (real 24,000ft or 7315m: 7315 * 0.7 = 5120.5) Disreef at 3500m (cut at 2100m) Mains pop at 2000m (real 10,000ft or 3048m: 3048 * 0.7 = 2133) Disreef at 700m Makes reenty "very Jeb"
  22. That would be awesome! It would nicely compensate for the total lack of lift during reentry and allow "fine tuning" your landings
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