Jump to content

SpaceLaunchSystem

Members
  • Posts

    317
  • Joined

  • Last visited

Everything posted by SpaceLaunchSystem

  1. Well, you could make it yourself. It wouldn't be simple, but the process would be pretty straightforward. You first have to find the coordinates, angle, and size of the pseudo-screens in the mk-3 cockpit, and make a MM config that adds RPM screens in their place.
  2. As you may or may not already know, I'm modeling a kerbalized adaptation of the Thor-Delta. I'm done with the core stage, but the fairing separation has got me puzzled. Right now, the fairing eject up, instead of out, and the craft shakes madly. Can anyone help? Dropbox download
  3. Honestly, this isn't the best idea, especially considering that multiple stages don't work that well with this style of parts.
  4. Agreed. P.S. In case you didn't know, your sig is a .
  5. I'm working on this mod, and I got the core fuel tank into the game. For some reason, though, the nodes don't show up. Can anyone help me with this? Here's the config file: PART { name = lowerStageFuelTank module = Part author = SpaceLaunchSystem mesh = LowerStage.mu rescaleFactor = 1.25 node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -15.1, 0.0, 0.0, -1.0, 0.0 node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = basicRocketry entryCost = 480 cost = 400 category = FuelTank subcategory = 0 title = XS-50 Lower Stage Fuel Tank manufacturer = Junk Rockets Inc. description = None Yet mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 2900 bulkheadProfiles = size1, srf // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } }
  6. Most of this stuff has been already made. NFElectrical has fission reactors and all types of advanced drives. KSPI has fusion reactors and speculative technology. Habitat Pack (old, but still works in 1.0) has centrifuges.
  7. UPDATE: I now have a texture artist! Blactheart612 has generously agreed to work on the project! I'm in the process of modeling the Thor/Delta (Delta I) launch vehicle from the 1950s (notable as being the launcher that launched Echo 1). I am finished with the core stage, and modeling the fairings, though I can't seem to get them to work. More updates coming soon. A render of the (texture-less) core stage: EDIT: Just got finished with the engine model! It's a terrible model, but it'll do for now. I'll probably re-do it in some future update. Render coming soon. EDIT: I've decided to use the LV-T30 engine as the main engine. It's to be marketed as "Kerbin's least powerful launcher" (a parody of the Falcon Heavy being called "the world's most powerful rocket")
  8. I'm not being biased or trying to bash people who don't use MechJeb and related mods. I'm just using a common argument for​ mechjeb.
  9. It is. It pretty much will do your gravity turn for you and get you into Kerbin orbit at an altitude of your choosing.
  10. This thread has been too much of a burden on me. I'm getting the moderators to close this thread. So, I know there's somewhat of a light debate wether the MechJeb mod is 'cheating' or not. So here's a poll to figure it out once and for all! Personally, I love the MechJeb mod. I believe that if it is to be considered 'cheating', than NASA has been 'cheating' for over 40 years. BEFORE YOU DECIDE TO SAY I'M BEING BIASED: I'm in no way trying to be biased in the poll. I'm simply using two common arguments for/against mechjeb, if you thing one is superior to the other, that's a matter of your personal opinion.
  11. I'm not really good at that stuff, but you could write a ModuleManager plugin that modifies the stock jets to have a RAPIER/SABRE style switch mode, only with (like you said) vastly increased fuel consumption.
  12. I can't wait for KSCswicher! I've wanted this since we saw previews of 0.90!
  13. You can still do hypersonic flight, but the FX are a little bit unrealistic (and block you from seeing your craft). Also re-entry from LKO seems just a bit faster than it should be...
  14. Procedural Fairings already has something like this, but you have to place the engines.
  15. How about RoverDude, FreeThinker, and Agustus! Also Fractal_UK, Stevie_D, and Boris-Barboris.
  16. Please add punctuation. No offense, but this is barely readable.
  17. Why? Also: I figured out what I was doing wrong; I forgot to turn on ExoticMatter. I feel really dumb right now.
  18. I've just discovered the old ReflectiveShader mod, and I desperately want someone to update it so I can add some reflective-ness to the IXS-Class Warpship and Spacedocks mod (Stevie_D/_Agustus_) P.S. I've noticed Starwaster's ReflectiveShader continued, but it won't work in 0.90.
  19. What does the MaxAcceleration variable mean? Also can we get a .cfg file documentation that includes how to make one yourself?
×
×
  • Create New...