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Everything posted by SnakyLeVrai
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Feedback on wide Mun lander
SnakyLeVrai replied to martincmartin's topic in KSP1 The Spacecraft Exchange
Yeah, on 1st design, it's a bit tall indeed. As stated above, batteries and solar panels will make your life better 2nd design will be more stable on the ground, that's true If it's short on dV for beginner level, then add more fuel TWR is aplenty on this design, so you just need to add more fuel. Also, be careful for reentry, as you have a very long reentry vessel due to Science Jr and Mk1 Cargo Bay. Do this: Make sure the command pod is the root part (it helps for step 3) Display the Center of Mass (CoM) in the VAB Detach the bottom part of the lander (click on the decoupler to detach the whole base and put it away for a moment) Look at the position of the CoM : it needs to be located at least in the lower 1/3rd of the reentry vessel. If it's higher, there's a risk of flipping & burning during reentry. --> Tweak the monopropellant, parts placement, ablator and stuff to make the CoM as low as possible. When it's all adjusted correctly, you can put the base back in place. -
I splashed down the 1st one at a near stall, that was the best way. Also I made a plane with high wings (for increased stability), high aspect ratio and straight configuration (for lift), as if I bred a Cessna and a U2. That makes a LOT of lift, with a low stall speed. Perfect for landing slowly. I equipped it with flaps ; for pitch I only use the horizontal stabilizers... All in all, it looked a lot like a DeHavilland Twin Otter. Just take off from the grass, not the T1 runway.
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I use them yes, I also make bigger ones, like this LES for a 90 tons spaceship: And I've also made a bottom-approach, putting the LES below the payload, I think it looks better. More streamlined, no need to separate it when reaching orbit...
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Awful, sorry to hear that... As a last resort, you can still try Recuva. There is a free version. Whatever happens, don't download or write anything on your hard drive. Just download the file on a USB key (or another hard drive if you have any), run it from here. Maybe you can even find a portable version that's already decompressed from the installation file... Just work from a USB key and try to scan for your "default" career folder for any deleted file, you may be able to recover something.
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Kerbal Megablast (stunts, mechs, compilation)
SnakyLeVrai replied to allmhuran's topic in KSP Fan Works
EXACTLY -
Kerbal Megablast (stunts, mechs, compilation)
SnakyLeVrai replied to allmhuran's topic in KSP Fan Works
someone's been having fun here -
Beautiful are eclipses actually rendered with Scatterer?
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Massime performance drop in 1.0.5
SnakyLeVrai replied to Nansuchao's topic in KSP1 Technical Support (PC, modded installs)
@Nansuchao, @maceemiller, @komodo, @Macel, @nuothe11th: Issue solved for me! I have found the answer here: It worked for me, it's due to an old MKS update that left some deprecated code in the save file: an obsolete resource. Backup your persistent.sfs file Open it (I use notepad++, it's very fast, especially if your save file is heavy) Look for this (like, search for every "name = PunchCards" occurences) : RESOURCE { name = PunchCards amount = 0.0001 maxAmount = 200 flowState = True isTweakable = True hideFlow = False flowMode = Both } Delete this whole RESOURCE block everywhere you find it. Save, launch KSP and check if the logspam is gone. Browse through your ships and make sure everything is in order. If not, sorry can't help you more. I've deleted mods that I don't use anymore before doing this but, it didn't help: Hangar (not Hangar Extender, just Hangar) Regolith Extraplanetary Launchpads It stopped spamming after I deleted the RESOURCE block. So, I gained a little FPS and now I've got cleaner logs. I just hope 1.1 will be faster -
Hi all ! Just wanted to share my latest success at recovering from total launch failure. The payload is a 46 parts Crew Bus, for delivering Kerbals to Space Stations, that reenters the atmosphere like a common capsule (way simpler mission profile than a space shuttle). In case of failure at launch, the G.E.K.O.S. (Get 'Em Kerbals Out System) can pull the 95 tons payload out of harm's way, accelerating away at 5.9 to 7g (which isn't enough to my taste, needs more boosters). See it in action!! Failure: Success: Now I'm gonna rest a little. Enjoy! SnakyLeVrai
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I don't actually need it, I mean I can just warp forward and all. But I like setting things up so they go fast ^^ Of course, I'll completely change this philosophy when I'll go to Jool, Eeloo and all.
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Sure, that works. you only need to produce more LFO than you consume. It's a heavier setup though, unless you don't care about fast productivity... I like to make a rig that produces LFO fast
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Check this reply I've made about fuel cells... I've compared them with batteries: If you have enough solar panels to power your mining rig during daytime, you won't need Fuel Cells. They are interesting only if you want to have a huuuuuge amount of EC for night time mining (much more EC capacity than a battery!!!!!!). But then, you'll need: enough EC/s to power mining during day, AND enough EC/s to power your lab during day, AND enough EC/s to power the Convert-O-Tron 250 so you could replenish your fuel cell's LFO tanks before the next night, AND enough drills to fill up your ore tanks during day, while consuming some of it to make LFO. Which means: a heck load of gigantors. Just look at the numbers in the VAB (drills need 15EC/s, Convert-O-Tron 250 needs 30/s in "LFO" mode, etc etc). That's a huge mining rig.
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Regenerative Fuel Cell
SnakyLeVrai replied to Temstar's topic in KSP1 Suggestions & Development Discussion
Fuel cells are a great way to provide some autonomy when you don't have a lot of light... or for roving by night, during an eclipse... Coupled with some PB-NUK and a Water to LFO converter, they could show some interest on far worlds, coupled with a few batteries to provide short bursts of energy when transmitting SCIENCE!TM. And space stations might appreciate it too, only you don't have a way of "reloading the fuel cell" when in space. ISRU only works on the ground. I've made a comparison here: -
Regenerative Fuel Cell
SnakyLeVrai replied to Temstar's topic in KSP1 Suggestions & Development Discussion
Maybe a ModuleManagered tank could be repurposed into a water tank, fuel cells don't show a lot of volume for storing water Oh and: Thanks -
Regenerative Fuel Cell
SnakyLeVrai replied to Temstar's topic in KSP1 Suggestions & Development Discussion
I'd like to make sure everyone understand the do's and don't about fuel cell regeneration... I've sketched up some SCIENCE! about it, it's a little more complex than just using extra fuel cell energy to make LFO back from water. -
Lovely! Nice job
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Hermes 500 - Multirole space shuttle
SnakyLeVrai replied to Angorek's topic in KSP1 The Spacecraft Exchange
Nice Look for the Kanadarm addon. Links between parts, hinges and stuff are way stronger than assembling basic IR parts with beams, that'll take care of a LOT of wobbling. That's what I did for my shuttle and that's a life changer. -
Nice videos those ships look pretty efficient
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The Dunatian (The Martian - Kerbal style)
SnakyLeVrai replied to SirJodelstein's topic in KSP Fan Works
Haha it's really good nice job, it looks like you are having fun! Thanks for doing this ^^ -
KSC Crew Truck to shuttle Kerbals to the launchpad
SnakyLeVrai replied to SnakyLeVrai's topic in KSP1 The Spacecraft Exchange
Yup, one here behind Jeb's head and one here in the middle of the end wall. They are from Hullcam VDS addon you can put them on rovers & drones to have a 1st person view, on the side of a booster to make cool views like NASA's take-offs and stuff ^^ -
KSC Crew Truck to shuttle Kerbals to the launchpad
SnakyLeVrai replied to SnakyLeVrai's topic in KSP1 The Spacecraft Exchange
Because of the RoveMates? no reaction wheel on those I thought about deactivating them and then notice they didn't have any -
KSC Crew Truck to shuttle Kerbals to the launchpad
SnakyLeVrai replied to SnakyLeVrai's topic in KSP1 The Spacecraft Exchange
thanks ^^ -
What mod allows to multiply engines being attached?
SnakyLeVrai replied to aMaestro's topic in KSP1 Mods Discussions
Just as @Vegetal said THIS! use the specially purposed Radial Attachment Point! it's lighter, prettier, and it's size 1 instead of cubic micronode's size 0, meaning it's stronger I use it for that (see spoilers below, skip to last picture)