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Everything posted by Teilnehmer

  1. Oops! I didn’t test it for different screen resolutions. That was really stupid! Here’s the fix: Version Screen resolution fix.
  2. Thanks a lot for pointing this out! I fixed the issue (I hope). Version Docking to altimeter fixed. https://i.imgur.com/DXfoZ0Y.gif
  3. Can a 235 ton craft be considered smol? https://kerbalx.com/Teilnehmer/Eves-Drop
  4. Make a functional replica of this beauty. Please use Realism Overhaul and Real Solar System. Try to match the specifications as closely as possible Height 40 m Diameter 7 m Fairing Diameter 5 m Payload To LEO (reusable)  8 t Payload To LEO (expendable) 15 t Lift Off Mass 480 t Stage number: 2 Reusable first stage Propellant: Liquid Oxygen and Liquid methane I’m not sure if it’s possible to make reusable fairings. If not, expendable fairings are OK. Your replica should be able to reach orbit and land its first stage. You don’t have to do both things simultaneously. Sources Project page: https://www.rocketlabusa.com/launch/neutron/ Wikipedia: https://en.wikipedia.org/wiki/Rocket_Lab_Neutron Presentation: News article: https://www.cnbc.com/2021/12/02/rocket-lab-reusable-neutron-rocket-update-competing-with-spacex.html Anything you find.
  5. Version 1.12.2 Brazilian Portuguese translation by @Lisias.
  6. Also, don’t forget to add Module Manager into the GameData folder if it’s not there already.
  7. CKAN shows many mods with ‘Max game version: 1.12.1’ as incompatible with 1.12.1. What am I doing wrong?
  8. I like Saturn-IB with its eight big fins.
  9. Once, I caught myself looking at some real objects around me and trying to identify which KSP parts they are made of.
  10. It's the other way around. The higher the center of mass is, the longer is the lever fin forces are applied to, the smaller the fins can be.
  11. What about the TWR in between? One can build a 3-staged lander with a big high-TWR middle stage and tiny low-TWR 1ˢᵗ and 3ʳᵈ stages just for the score. I’d suggest a score system based on the max TWR during the flight.
  12. Here, I used elliptical orbits for two purposes: – splitting a huge burn for efficiency (also, the shorter the final burn is the easier it is to recapture), – cheap inclination change in Ap. – Launch n days before the transfer window. – Make a node, move it n days ahead, fine tune the node for the transfer. – Keep pressing the minus-orbit button until the node is less than an orbit ahead. – Reduce the Δv of the node so that the target orbit is elliptical and the time between its Pe and its Ap is n/2 days. Launch Window Planner shows the Injection Inclination. The same way basically. – Wait until the Hitchhiker’s Pe is n days ahead. – Make a node at the Hitchhiker’s AN/DN. (I made the Hitchhiker’s Pe near the equator so the AN/DN is almost at the Pe). – Set the node’s Δv so that the time between your Pe and Ap is n/4 days (two orbits before the rendezvous). – During the first elliptical orbit, adjust the inclination and make corrections to fine tune the rendezvous. I don’t mind of course.
  13. @Hotel26, does my entry meet the rules?
  14. Payload: 2 250 kg (Hitchhiker Storage Container — 2 070 kg, 4 kerbals — 45 kg each, no inventory) TIB: 19 482 kg (wet), 3 160 kg (dry) From MechJeb, I used only node editor.
  15. Could you please explain what this means? If I don’t have to do any corrections after TIB separation, can I leave the Hitchhiker Container with no propulsion at all?
  16. I don’t hate Dres at all. I hate Ike instead. Btw, in Toki Pona, ike means ‘bad’.
  17. I wanted to use the OnVesselRollout event in my mod to do stuff only when the vessel is at launch, but discovered that this event is not triggered after a Reverting to Launch. I’d prefer identical behavior for the first launch and relaunches. How can I detect that a Reverting to Launch has happened?
  18. Version 1.11.4 Fixes: Revert to launch bug fixed. ModuleAutoAction is always writen to the craft file again. Warning:  Bugs of all kinds are still totally possible. Please report!
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