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    Mod Megalomaniac

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  1. Launching a separate mission with fuel to aid the challenge ship when its left low Kerbin orbit isn’t allowed, but drop tanks are. Drop tanks are pretty much expendable tanks that you jettison after they’re empty to save weight, kind of like staging a launch vehicle but in space. ISRU is allowed, but will put an asterisk so to speak on the mission. This to the best of my knowledge, but its @JacobJHC who is the arbitor of it. Best of luck!
  2. If you set again ISRU, using drop tanks with extra fuel can really extend your delta v budget, along with dropping unneeded landers after they’ve been used. Just my 2 cents :)
  3. My submission for Level 2? of the Challenge, the IPV Excelsior an all-in-one SSTO and IPV hybrid vessel. Jool-5 Challenge with IPV Excelsior Back after a few years off of Kerbal for this challenge The mission was flown and designed in v1.9.1, all stock with no mods. Crew: 3 (Room for 5) Number of Launches: 1 Number of Stages: 1 Launch Cost: $332,122 Launch Mass: 380.78 tons (Partially fueled) Max Mass: 415.78 tons (Fully fueled) Engines: 5 Vectors for high impulse and 4 Nukes for high endurance ISRU: 4 Large Drills and 1 Refinery for refueling at every landing The IPV Excelsior started out as an overengineered Mining Tanker hybrid for the Jool system, but performed way better than anticipated so I figured why not. Kitted it out with the additional components for Kerbals to access the surface, along with more heat resistant components to survive atmospheric captures. Mission Profile: Kerbin to Minmus (Refuel) Minmus to Jool Jool to Bop (EVA and Refuel) Bop to Pol (EVA and Refuel) Pol to Tylo (EVA and Refuel) Tylo to Bop (Refuel) Bop to Vall (EVA and Refuel) Vall to Bop (Refuel) Bop to Laythe (EVA and Refuel) Laythe to Bop (Refuel) Bop to Minmus (Refuel) Minmus to Kerbin (Completed)
  4. I’m still here guys, I’ll be releasing an update here in a couple weeks. Thanks for hanging around haha
  5. I'll fiddle with it and get a more polished zip file updated. Along with github source coding for it too. No solid timetables, but I'll get it out when I can. -Carbonjvd
  6. Ands its up, have fun! https://spacedock.info/mod/1509/RLA Recontinued
  7. Here is the new thread for RLA Recontinued, be warmed though that the link to Spacedock isn't there yet as the site went down just as I was about to publish it, will update ASAP. So feel free to let me know if you beat me to noticing that its back up!
  8. This is continuation of @hoojiwana RLA Stockalike mod, which is now being continued by yours truly. As such I deem no official ownership, just the maintenance thereof. What is RLA_Stockalike? "Parts to fill stock niches, including 0.625m LFO engines and tanks, a full suite of monopropellant engines ranging from 2.5m to sub-0.625m, brand new 0.625m SRBs, 0.625m high efficiency engines using LiquidFuel, Monopropellant or Xenon, a number of new probe cores with varied specialisations and shapes, more ways to produce electricity, a range of RCS blocks both large and small, and structural parts to glue it all together with." What is RLA Recontinued? This is an all-in-one package that keeps RLA Continued mod updated into the future, much like how it kept the original RLA Stockalike updated itself. Previous Version Thread: Other Things: Should @hoojiwana return at some point, much like @Deimos Rast before me, I will gladly step aside and hand over control to him to use as he sees fit. I am fully aware that this is his mod, not mine. License/Legal: CC-BY-SA-4.0 @hoojiwana as far as is known, has no knowledge of this continuation; as per license requirement, I cannot and do not claim that he has endorsed these changes. Credits: @hoojiwana is the original creator of RLA_Stockalike. @Deimos Rast is the former maintainer of RLA_Continued. @Carbonjvd is the current maintainer of RLA Recontinued. Installation Instruction: - Please uninstall all previous versions prior to updating RLA to the latest version. - Place RLA_Stockalike folder into GameData directory. - Has no dependencies (Module Manager is optional) Download: Spacedock: https://spacedock.info/mod/1509/RLA Recontinued CKAN (Soon..)
  9. I'm finishing up the work as we speak, so it should be out in here tonight or earlier tomorrow morning. Hope to see every at the new thread, which I should really make already.. -Carbonjvd
  10. Looks like the interest is there so I'll start working on the new RLA Stockalike for 1.3, hopefully in a week or so it should be out. I'll post a new thread for it here shortly. Thanks again the support everyone! -Carbonjvd
  11. Being a bit of a cfg wizard myself, I could keep the mod updated and functional if people want it still. Just say so, and I'll get the up and running in no time! -Carbonjvd
  12. Solaris Hypernautics is back! Its been a good long while coming, but its here. The mod is now official updated for KSP v1.3.0, but let me know if their problems still. Two main points of the update include an overhaul of the nuclear jets to use both liquid fuel and blutonium as fuel sources. Included in the overhaul is new particle effects and far greater ISP's. The other major new feature is a heavy addition of the fairly hidden stock upgrade mechanic, now being fully utilized for parts. Upgrades for utility type parts were the major focus of this update, though engine type parts will be the focus of a future update if the demand is there. Besides those two features, a variety of little bug fixes and tweaks were implemented to help polish out the mod. Thanks again for everybodies support, and have fun flying! - Carbonjvd
  13. @lBoBl Glad to see there is still interest in my mod haha. Well to address the concerns, the nuclear jet and scramjet were originally meant to have dual fuel modes, but I later dropped the idea. The descriptions are left overs from back then. To be fair though, since you brought it up I may just reintroduce that feature in again. Thanks! Now the other matter involving the catalyst engines and their dust modes producing no thrust. That is actually how they're meant to work, drawing in atmosphere to filter out the dust and store it. Its meant as an easy and quick way to collect large amounts of dust for processing without collecting it from the solar wind. And as a result of the drawing in, the thrust will show as a negative. Thanks again for the second looks! PS, I'm fiddling with a couple last features before updating the mod, to everyone.
  14. @eldemarco It works just fine in 1.3 as is, but I'll be uploading an updated one here within the next week or so. For whom it may concern, its mostly just tweaks here and there. I'm still trying to get the damn background processing for the resource system.
  15. @C4TV4D0R Woops, guess I'm missed that one. I'll have it corrected in the next update here quickly. Thanks for bringing it to my attention!
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