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StickyScissors

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Everything posted by StickyScissors

  1. That..has turned out to be some pretty good advice. And it has lead to the most recent (read: 20th) iteration of my Reusable Nuclear Shuttle. TWR: 0.23* DV: 7370* Mass: 185 Tons* *specs may vary depending on configuration - Perhaps the (hopeful) finalization of RNS will allow me to restart the recently re-discovered Project Big Giant Fuel Station... The station itself being refueled by an RNS moving fuel from LMO to LKO via a fuel mining/refining setup...of which is waiting on lander parts - And some other random shots from my career game, being used to subside my anxiousness for the return of the lander stuff and switch over to 1.2.
  2. What's the TWR on that thing? Seems like it'd be pretty low. Anything below ~0.60 gets annoying for me. Having to figure do multiple burns to get out of LKO (or any other body for the return trip) is not something that i find enjoyable
  3. In my made-up universe, slight political turmoil, and the resulting invasion/annexation of another country, has lead to the resurrection of the Proteus-Lavina Shuttle-booster program. If your wondering about why i made so much crap up, i've reeeeally been meaning to start some sort of continuous story/thing in the Mission Reports forum. Fairly large images below vvvv
  4. Yeah, let's forget the steaming pile of lard the console port is and force localization and random contests on everybody.
  5. All your current ships in orbit or on the surface of other bodies should be 100% untouched. That is unless you have ships in the vicinity of where OPM planets would be
  6. I figured that was an SR issue. This whole reuse thing is turning out to be more trouble than it's worth, especially with already cheap launches. Also, glad to see that the lander parts are gonna get a refresh. Hopefully the wheel magic you and others have been working on will make it less of a headache - Edit: Holy krap, now i'm remembering why i pretty much quit KSP. The stock legs/wheels are atrocious. If i even -think- about touching down on a planet, let alone coming in too fast and exploding, my game hemorrhages NRE's like nobody's business. I sure hope you can get it right, because Squad sure as hell hasn't.
  7. There seems to be an issue with engine clusters and Stage Recovery TWR calculations. I am currently working on a recoverable rocket with 8 first stage engines, which should be plenty of thrust to bring the stage down safely. However, SR is calculating that the thrust of the 8-engine cluster is...less than the thrust of just one engine. However, using 1 engine in 8x symmetry, SR gets the calculation right and recovers the stage.
  8. One quibble i have with this particular mod is how easy it is to wipe out 10 contracts by just failing one mission. Example: Lets say i have one contract for 4 GEO satellites, and another, separate contract for a single GEO satellite. Since both of those missions have a common dependency (probe core), every sat in each contract gets a green check in the little in-flight contract menu, making the game think that i'm launching all of those missions at once, when i'm only launching one. If i explode the single-sat mission, the constellation contract fails alongside it, because the game thinks that all of the sats from all the accepted contracts were destroyed.
  9. Awesome, one less mod to use(Bobcat's SovietEngines)! SO glad that the RD-180 and a couple derivatives are finally being added.
  10. This new stuff looks amazing! Now, to re-discover my will to play this game. Don't ya just love slow internet, broken patches and essential mods never getting updated?
  11. Oof, i just 100% finalized my launch vehicle designs, too I guess that's the price to pay for playing with a heavily W.I.P mod
  12. Well, uh, the main core isn't supposed to place it all the way into orbit. Re: the second stage engine not being powerful enough to circularize before falling back: Use a flatter ascent profile along the lines of what the GravityTurn mod does, that will allow you to get more horizontal velocity out of your core stage, and won't require a second stage with a large TWR
  13. http://imgur.com/a/355jW that is what om trying to replicate in a more good looking and lower part count nature. What ive been trying to explaint to you is the connection between those two spaceplanes. If that album doesnt explain it enough, nothing will
  14. :-I im making an SSTO spaceplane that i can mount payloads on the tip of and release into space, then i will deorbit and land the SSTO via the wings and wheels approach. Think hard about it
  15. Im asking for an actual nosecone that i can attach stuff to the top of. With the pointed/rounded tip of a nosecone(meaning no flat space, like the adapters have)
  16. If the petal adapter can close -completely- after releasing a payload mounted on the top, ill try when i get the chance
  17. Uhm, did you miss the comment where i said i wanted to reduce part count with SSTU so i dont have to use stock parts anymore?
  18. Perfect! I assume if this gets implemented an interstage would be generated between the the nosecone tip/base and the part connected on top, yes? Also, my example for a use case: Trying to recreate someone else's design of a 100% reusable TSTO spaceplane thing with a lot less parts. Connecting the upper spaceplane uses some weird I-Beam mounted under the nosecone and struts everywhere
  19. @Shadowmage would it be possible to add an optional attatchment node to the top of fuel tanks that have nosecones on them? A particular spaceplane design/system i had in mind requires this
  20. Always have a rescue mission prepared in case of accidental...let's say "sub-optimal, horizontally energetic" landing and subsequent accidental space-bar bump.
  21. Once again, i have only really used the planets from this download, but they play an essential role in my patch making and collection...ing...
  22. Maybe im confudsing things, as i do not know much about the specifics of rocket engines, but reddit people seem to be saying that the other turbine/pump/pre-burner thingies are on top of the combustion chamber EDIT: Found this
  23. All of that is Real Fuels territory, something that shadow has expressed he doesn't want to duplicate if it already exists. Although, he did previously mention potentially making -all- SSTU RCS pods use Aerozone/NTO instead of just the ones integrated into service modules/capsules.
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