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Posts posted by Kuu Lightwing
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16 hours ago, MaverickSawyer said:
First off, the upgraded Inon is one of my favorite engines. It's light, powerful, and fuel efficient. Perfect for landers on a tight dV budget. Yeah, the fuel is bulky, but that's able to be worked around if you're clever.
How do you keep LH2 from boiling off?
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Huh, I actually loaded that thing on top of Sarnus INT-21 and then was surprised that it barely lifts off ground. I didn't expect it to weight 200 tons
About a third as much kits - Sarnus can actually push in orbit (in 2x solar system)
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How to actually use the kits BTW?
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11 minutes ago, Jso said:
Either delete the Bluedog_DB\Parts\Skylab folder, or install WBI Tools. That will be a dependency for the Skylab release. Hopefully that's the problem.
Yep, it helped. Although now I don't understand how the new labs work
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16 minutes ago, Jso said:
Check that B9PartSwitch is 1.7.1, and please upload me a ksp.log if it is.
Yep. It is indeed 1.7.1 and here's the log: https://dl.dropboxusercontent.com/u/12423149/KSP.log
Apparently it's too big for pastebin.
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8 hours ago, Jso said:
There's no pre release, do you mean the files on Github? Make sure you're B9PartSwitch is up to date (it's included in the download). We're using features that require the latest version.
Last time I checked it out (a couple of days ago) I deleted BDB and all other mods that are included in download, and replaced them with the new ones. Still - no tanks.
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I have to agree that there's a huge ass post that belongs to pastebin at page 318.
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1 minute ago, Mr. Me said:
MOAR HYPE
Hype Crawler-Transporter!
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5 minutes ago, Drakenex said:
no no, that's just a counterfeit one.
Chinese replica? Make parts cheaper than the original should be!
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50 minutes ago, CobaltWolf said:
They carry... ore? 0.o
And yeah, there wouldn't be much use for them without life support. The Skylab update will change that, since they'll also be able to carry the experiment packages for use in labs, but you'll still want life support to get the full use out of them.
Well... that's the only option without anything else:
BTW, how are they supposed to be powered? Sure they have some embedded batteries, but usually those craft that don't use solar panels to generate energy - use fuel cells, right? I guess I could use Kane solar panels, but apparently AARDV doesn't have them canonically.
And I thought about adding life support, but I believe that could be a bit of a nuisance - say if I have to drop from timewarp on my mission to Duna to send resupply craft to all my stations... or even worse - forgetting to do so. It already is kinda bad with labs because I kinda have to do so if I want to use all that time to get science, but nothing really bad happens if I don't. And of course extra mass in 2x Kerbin would be a much bigger problem than in stock - and I never went interplanetary in 2x before.
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Those automatic resupply ships look so tasty, but there's little to no use for them without life support mods. They carry ore by default, but I can hardly imagine them carrying ore around... Not to mention that AARDV won't get very far when fully loaded with ore.
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Just now, Jall said:
"1.5STO"
SaaHTO
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3 minutes ago, minepagan said:
That....that isn't an Atlas....
And not an SSTO
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2 minutes ago, Daelkyr said:
Very plausible. NASA's goal for a shuttle, station, and tug system had to be curtailed because of budgets. In reality, you either went shuttle or station. The idea for block 3/4/5 Apollo CSM were all studied by NASA early on.
Speaking of that kind of stuff... tugs in particular. We need a better NERVA! Stock NTR is not that bad, but I think we need a bigger one. And I honestly would prefer a different look. I heard CobaltWolf is working on something, right?
3 minutes ago, Drakenex said:Not a rocket scientist here but a human rated launcher with only one engine (atlas V will be I know).... it also relies on very low tech verniers for roll control; that's the negative part, everything else is very detailed and theologically feasible
You mean S-IC?
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8 minutes ago, Drakenex said:
Derp... Well, I guess that's a thing. At least I know where to look if I want to build those
How plausible is all that stuff?
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Wait, it just occurred to me... Am I getting it right that all the stuff like Saturn IC, "Apollo Block III+" and other interesting Apollo/Saturn vehicles not based on real projects?
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Well, turns out rescue craft doesn't have enough Dv to get back to Kerbin, but I brought those poor kerbals to MOS II. And apparently the station doesn't really have monopropellant storage big enough to refuel Vinci, so they'll sit there for now. It's fine, it can support 7 kerbals, while there's only 5 now.
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10 minutes ago, Rory Yammomoto said:
A couple of questions:
- How did you get the thing up to the Mun? I can barely get my Titan-Leo up to LEO and dock with my Space Station at 300Km (I call it George). How did you get it to a point where it had enough to not only land, but also return?
- MOS II? you put a MOS around the Mun? Again, how? I haven't even gotten Apollo to the Mun correctly (I do attribute that to a reproducible human error problem, though) Did you send it up monolithically, or if you did make it out of modules, did you assemble around Kerbin or the Mun?
Well, this is what I use for my Mun Vinci missions - it's a Prometheus II with two extra Prometheus SRBs:
After inserting into Mun's orbit it has about 500 dV left, so I can initiate the Mun landing maneuver and shed off some speed. Also, for Mun missions Vinci is fully fueled, so it has about 1200 dV, so that makes it 1700 in total, with Mun orbital velocity about 700-800, which makes it theoretically possible to land and return. The craft sitting on the Mun currently has ~650 dV so it just barely misses it.
As for MOS - it's simple:
Six Prometheus III launches - two for station parts, one for propulsion module (modified Prometheus upper stage) and three for extra fuel tanks. That was enough Dv to bring it to low Mun orbit.
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1 minute ago, Rory Yammomoto said:
Did they ever return?
Actualy if I was more accurate with the landing they could have got back in orbit, dock with MOS II, refuel the Vinci a bit and get back to Kerbin. However, currently I'm sending another Vinci spacecraft to get them back. The landing module should be able to get the craft to surface, and Vinci itself is capable of returning from Mun. I'm playing in 2x kerbin, so in stock that would be much easier
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Who needs Kane and Sina anyways?
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I do because I like my control surfaces to do what they should do. I.E. Elevator for pitch control, Ailerons for roll and rudder for yaw. When, say, canards try to roll my plane, it just feels wrong.
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Hmm, atmospheric pressure indicator doesn't seem to indicate much atmospheric pressure... I guess it's just because of speed honestly. I guess you can't make Eve atmosphere dangerous for reentry without making Jool deadly...
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There's a song about this thread.
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I'm also annoyed that the capsules still weigh more than the heat shields. When I run out of power the capsules tend to tip over head-towards-the-ground and blow up long before they can slow down. I understand that all of these thermal things can be tweaked in F12, but the fact that the settings are so difficult out of the box really surprises me. Im no noob to the game, but I'm finding it penalizing-ly difficult as is.
That doesn't seem true. A standard reentry vehicle (capsule + heatshield + chute) orients itself properly for me.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted · Edited by Kuu Lightwing
They would not ask whether you want it or not.