winged

Members
  • Content Count

    480
  • Joined

  • Last visited

Everything posted by winged

  1. winged

    Best mod to make H-IIA/B rockets?

    Procedural Parts
  2. Near Future Propulsion is the only supported mod I've heard of. 1. Launching vertically and landing on the parachute (like I do with DynaSoar in RP-0) 2. Using KSP 1.0.5 for horizontal takeoff and landing.
  3. Here is my new topic where I will post recreations of various aircrafts from real world. Sorry for very minor descriptions but I've already spent a couple of hours writing about my planes on a polish KSP forum and doing the same in english would take at least twice the time. Let's start with some famous WWII planes: Boeing B-17 F Flying Fortress - Memphis Belle Four-engine heavy bomber aircraft developed in the 1930s, probably the most recognisable WWII bomber. More pictures: http://imgur.com/a/iKtAE Vought F4U-1D Corsair American, carrier-based aircraft, the longest produced piston-engined fighter in U.S. history (1942–53). F4U-1D is an earlier version with Pratt & Whitney R-2800-8 radial engine. More pictures: http://imgur.com/a/dM7FS Vought F4U-4 Corsair Later variant (1944) with more powerful Pratt & Whitney R-2800-18W radial engine. More pictures: http://imgur.com/a/5MPO7 Avro 683 Lancaster B.Mk.I British four-engined Second World War heavy bomber designed and built by Avro for the Royal Air Force (RAF). Some say she was the ugliest bomber ever More pictures: http://imgur.com/a/hsg Grumman F4F-3 Wildcat American carrier-based fighter aircraft that began service with both the United States Navy and the British Royal Navy (as the Martlet) in 1940. Look at the red dot in the US Air Force logo. It was later replaced by the new signature with white star in the middle due to similarity with Japanes Air Force logo. More pictures: http://imgur.com/a/XoubW Mitsubishi A6M3 Zero model 22 Long-range fighter aircraft, operated by the Imperial Japanese Navy from 1940 to 1945. More pictures: http://imgur.com/a/D4nvz PZL P.11c The PZL P.11 was a Polish fighter aircraft, designed in the early 1930s by PZL in Warsaw. It was briefly the most advanced fighter aircraft of its kind in the world. More pictures: http://imgur.com/a/pYWJG MODS: RSS, RO, Scaterrer, RVE Procedural Wings Procedural Parts with my own textures (90% of my aircrafts are just procedurals) Procedural Fairings (only for PZL P.11c) Camo for the Proc. wings created by @Chris P. Bacon Full list: http://i.imgur.com/MP6cRoX.jpg My other albums: http://winged7.imgur.com/
  4. winged

    [1.4] PersistentRotation 1.8.5

    Persistent Thrust.
  5. winged

    [1.4] PersistentRotation 1.8.5

    Thank you. Everything works fine now. I've made 200 day spiral burn within just 20 minutes.
  6. winged

    [1.4] PersistentRotation 1.8.5

    @MarkusA380 hey could you tell me how to keep prograde orientation during time warp? I need that to do spiral burn with my realistically powered Ion tug. I have reaction wheel installed but it doesn't work during time warp. KSP version 1.2.2
  7. winged

    Recreating Real Spacecraft

    Absolutely no. Single rocket requires maybe 3h to recreate and test so 50 rockets = 150h within 3 years = 50h per year or 8 minutes per day.
  8. With RO suite of mods you can launch even 0,25 kg payload to orbit.
  9. winged

    Recreating Real Spacecraft

    Yep. This is why it took me 3-4 years of playing RO to build all of them.
  10. winged

    Realism Overhaul Discussion Thread

    1. Use as modern stuff as possible 2. Make your probe as light as possible. For instance cubesats from AIES can be scaled down to about 0,25 kg. 3. Use Procedural Avionics to create as light as possible guidance unit. Do not attach it to the last stage - use spin stabillisation instead. 4. Use solid fuel. Procedural SRBs can be easily miniaturized so you can create very small upper stages. 5. Use supersonic or hypersonic plane as a first stage. Staging at Mach 2.0 will save about 30-40% of LV weight, staging at Mach 6 - about 60%. Here is an example. 775 kg launcher (orange rocket) - 15 kg payload. Just about the size of a sounding rocket and with a 0,25 kg payload it could be 2-3x lighter. But if you're limited by early tech... that's a full different story. I remember that my first orbital capable launcher was just a replica of Vanguard: 10t vehicle - 3 stages: X-405, AJ-10, solid upper stage.
  11. winged

    Real ISRU Development Thread

    @Starwaster https://github.com/KSP-RO/RealISRU/blob/master/GameData/RealISRU/Parts/HexAssembly/sabatier.cfg Currently Sabatier unit produces not only methane and water but also incredible amount of electrical power: 300 kilowatts. With that powerful device you don't need any nuclear reactors or solar panels for your fuel production facility because sabatier unit does all of that for you. Is sabatier reactor really supposed to generate any electricity? According to wikipedia it rather require energy to work: EDIT: nevermind, I saw you already removed that electricity production in your github branch.
  12. I know what they're supposed for, I was only trying to list the applications for NTR assuming that they're available here and know without any additional problems related to them. It turned out that there aren't many applications because everything what can be done with current NASA budget is doable with chemical propulsion. Crewed Mars expeditions are probably beyond budget and political will and having nuclear engines available right now wouldn't change that. In other words what's the point of developing NTR if we wouldn't go to Mars anyway.
  13. Exactly, our missions aren't ambitious enough to justify the development cost for nuclear engine. Even if NTR engines were available here and now without any complications such as radiation, I still don't see them to be used for what we do today: launching probes to nearest planets, asteroids and crewed LEO expeditions. The only application that I am able to find is to transfer small probes (3-6 metric tons) directly to Jupiter and Saturn without relying on gravity assists. That would require creating a small Centaur-like nuclear upper stage for Atlas rockets. But you can get around that simply by using larger rockets - SLS for instance is supposed to launch Europa Clipper directly towards the destination. Oh and we launch probes to outer planets only once per 10 years or so - it's hard to imagine developing such hardware just to be used once per decade.
  14. @kurgut I guess there is Mun Arch located somewhere on the real Moon, do you have a screenshot with anomalies map for the Moon?
  15. Engines and trusses are from Constellation Essentials. Tanks are procedural.
  16. Do you mean this below: @PART[expendLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = extender isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[godLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = desple isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[godLandingLeg2] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = desple isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[legstrotLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = bajar isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[plommsLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = abrir isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } }
  17. Page 7 actually: https://drive.google.com/file/d/0B_tPtjHrVkkmY09MMFF4RF84WFE/view
  18. Ok, I found it on the sixth page, it works fine. Thanks !
  19. @Tristonwilson12 hey what happened with real KSC VAB which was a part of this mod 3 years ago? would it be possible to add it again?
  20. winged

    Recreating Real Spacecraft

    50 or so launch vehicles built in RO over the last 4 years: https://imgur.com/a/ZIf1j
  21. Parts marked red were responsible for my missing parachute: https://i.imgur.com/zSaPUZJ.jpg I've deleted all the others and saved another 60 MB! Thanks!
  22. I understand you. I am doing it on my own - already removed more than 100 mb from SSTU assets and everything works as intended (everything what I want to work). My only problem is that after removing another 60 mb Orion parachutes stopped working.
  23. @Shadowmage could you tell which of the following files are responsible for Orion and Soyuz parts (parachutes, solar panels etc.) because I would like to remove all others.