lurkoholic

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About lurkoholic

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  1. Even for stock engines you will need Real Fuels and this mod. Real Fuels doesn't include engine configs, just tank configs.
  2. That's how I read it at first, but hopefully they will be available in other modes (at least with mods), since Woomerang is available in other modes, but not in the base game.
  3. Does this mean we can now launch Sea Dragon rockets from the ocean? Will the mobile launch pads be available in all game modes, or just missions?
  4. I'm guessing you can't install software on the school computer, but I've used simlabs FBX exporter to convert SolidWorks models so that I could load them in Unity (it has a free trial). http://www.simlab-soft.com/3d-plugins/SolidWorks/fbx_exporter_for_SolidWorks-main.aspx I've loaded fairly complex FBX files before without killing Unity, but it took a long time the first time I loaded the FBX into a scene. How are you importing SolidWorks models into Unity? Can you simplify your model before importing it or even delete parts of it that aren't visible once it's loaded in Unity?
  5. http://www.projectrho.com/public_html/rocket/surfaceorbit.php#rombus
  6. That worked for me in To the Mun via Minmus. I got a failure screen because my second rocket spawned inside the launch pad and exploded . I think I had to return to the space center so that I could load the save (due to the failure screen).
  7. In my opinion, 412s would be too high for a J2 analogue in KSP. IRL, 421s isn't a high hydrolox vacuum isp, only a little better than the RS-68, which is a launch engine (although much newer). Maybe just increase the thrust for the Skiff, it already has a better isp than the Skipper. Since there is only one fuel/oxidizer mix in KSP, I think it makes sense for an orbital engine to have a higher isp than a second stage engine. But if the Wolfhound keeps the 412s (isn't this really high for any KSP engine?), it should have a relatively low TWR (I'm on mobile, so I don't have the engine masses in front of me). One argument for higher than "realistic" thrust (but not OP TWR) for the Wolfhound is that it will probably be used for orbital insertion for an orbiter and lander combo. In KSP, with the small planets, insertion burns need to happen pretty quickly.
  8. @djr5899 , The mission demands/notes should be reviewable by clicking the top right button on the screen. I agree on getting into the onion. I think I went to all 4 sides before getting in.
  9. Thanks! I just changed Orbit, Landing, and Flyby from "completed" to "completedUnmanned". I guess the Manned or Unmanned was added in 1.1, or maybe even 1.0....I started this save in 0.90.
  10. In my current modded savegame (KSP 1.1.3), I can't select "The Eve Program" due to "Must not have performed a crewed fly-by of Eve" showing as false. But, I'm 99.9% sure I've never had any crew near Eve, only landed a probe. http://imgur.com/ENblnuJ Is there a way to force the strategy to be active ("cheat"), or to edit my save file so that I can select the strategy? If it helps, here are my output log : https://www.dropbox.com/s/cgubqhsc9cuykjk/output_log.txt?dl=0 and save file: https://www.dropbox.com/s/2c4ta34kt9yezgb/persistent.sfs?dl=0
  11. @razark Err.. I mean went extinct or "evolved" to not chase rockets due to the multiple daily launches with a 50% "oops" rate on or just above the launch pad. At least in some of my KSP universes (not my career mode, it's only progressed slightly faster than real space programs ). Re: the video: At first I was like "maybe it's ok" then I realized several of them probably roasted
  12. No...but when I land on Kerbin it's usually preceded by sonic booms or exploded parts. Also, I assume it sounds like this just before I launch: Maybe the birds avoid the Kerbal Space Center more than the Earth equivalent due to all the stray SRBs. WAIT! There's a bird behind you....ah never mind it flew away.
  13. Maybe the trees around the space center have been removed burned down, but I've seen trees on Kerbin: http://imgur.com/a/TvSJR
  14. Also in the 0.1.2 release ZIP: The Dry Workshop CFG isn't updated (no TechRequired line), and the changelog only shows 0.1.0 and 1.1.1.
  15. Maybe it's the drag cubes? I never noticed the extra drag, but commenting out the drag cubes in '\VenStockRevamp\Part Bin\Para_Docking_Port.cfg' fixed the reentry heating and early chute cut problems I was having using RealChutes and FAR. I also noticed the bumper doesn't stay deployed on the Clamp-O-Tron MK-16XXL Docking Port.