ILikeIke

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Everything posted by ILikeIke

  1. I just want to say thank you for sharing these designs. I'm really interested in mission architectures, and I'm particularly interested in your Design Reference Architectures, the trade-offs you make for them, and their intended use cases. I look forward to experiencing them with updated balance in KSP 1.4.2. Thanks again!
  2. Is the Making History DLC required to play missions created by users that just use stock parts? If not, where can I go to learn how to add missions created by other users to my game?
  3. Is this still accurate? I'm looking to use KSPTOT to do trajectory analysis for an interscholastic competition and want to make sure that I'm converting in-game time to IRL time properly (additionally, I'm concerned that the way KSP handles time may have changed in the past 3 years).
  4. How can I downgrade my install to 1.2.2 so I can use Realism Overhaul?
  5. Is there a fork/variant of this I can use for Realism Overhaul or with real-world planet, distance, and epoch values? I'm in need of software with remarkably similar functionality to this for a university project (without a software budget), GMAT is being non-cooperative, and the Orbiter forums don't look like they have anything at this level.
  6. @Cheif Operations Director I recommend this tool to help you with all your flyby problems. If you compare the dV to get on that flyby trajectory with the dV to go directly to Laythe (which I am almost certain you can do with this mod), you'll have your answer.
  7. @Kurld Here's the link to the Vanguard mod:
  8. I'm not normal, I'm prograde But really, play the game however it's fun for you.
  9. -Most innovative use of a parachute (separate categories for deployed and non-deployed 'chutes) -Landing on Duna in new ways -Submarine week (scheduled to coincide with Shark week): longest submarine journey in a stock environment with stock parts -Kerbal BBQ Program (I have no clue what this is, but I feel like somebody else here can make a challenge to fit the name)
  10. Here's my entry- it's a lifting body design to enable some control over the landing site, with parachutes for terminal descent, so a runway isn't necessary. I based it off of the X-38, though it also bears some similarities to some concepts that were considered for returning Gemini spacecraft to Earth.
  11. Here's my entry And here's a stupid question- How do I resize the special challenge badge? every time I try to add it to my signature, it's Yuge, and I want it to be a normal size. How do I make this happen?
  12. Vector, an American space start-up that builds its own launch vehicles, is testing their first orbital rocket in less than a week. Vector-R is a two-stage launch vehicle (which seems to be very popular these days) and is designed to have a relatively short time period between the launch order by the customer and liftoff. Read more about it at https://vectorspacesystems.com/vector-r/. Here's an approximation of their design that can make it well past LEO in the Kerbal universe!
  13. The best way to launch it probably depends on its design. If you're looking for a cargo hauler like the venerable STS a shuttle setup with strap-on boosters and a big fuel tank (possibly with engines of its own) is probably the way to go. When you build one of these, you may (I am not certain about the challenge rules) be eligible to participate in the Shuttle Challenge! If you want to get a small crew transport to orbit, you may well be able to launch from a carrier aircraft, but keep in mind you're designing two separate aircraft in that instance. If you want to demonstrate your aircraft design skills/really want a challenge, you should build an SSTO, which takes off and lands on a runway and goes directly to orbit (there's some general advice for how to do this in terms of how fast you should be going at what altitude elsewhere on the forum). When you build one of these things and fly it successfully, be sure to document your trip and give yourself the K Prize! Good luck!
  14. KERBAL SURVIVES 200 METER FALL DURING INITIAL SPACEFLIGHT Two hours ago, Kerbal I launched on the first Kerballed suborbital mission. Launch proceeded nominally, likely due to the fact that Commander Jebediah Kerman was locked out from control access, until just after capsule spacecraft separation. When given control of the capsule spacecraft, he expended 95% of his capsule’s spacecraft’s RCS propellant firing all the translation thrusters at the same time, and then locked the SAS to prograde, draining the battery and causing him to lose all control over his capsule spacecraft. He survived a prograde re-entry, only to be informed by Val, in her capacity as CAPCOM, that Mortimer took the parachute home last Friday to patch it and forgot to replace it before liftoff. Gene immediately started flipping through procedure books, while Jeb flipped the only unlabeled switch in the capsule, which ejected the capsule spacecraft hatch around 10,000m. Gene grabbed Val’s headset and told Jeb “At this point, you might as well jump.” Jeb undid his harness. At 350m, according to the camera on his pressure suit, Jeb shifted his weight to roll the capsule spacecraft, and fell jumped out of it. He hit the runway of the Old Airfield head-first, and miraculously survived. Upon leaving the hangar and encountering Jeb, recovery crew leader Gus Kerman reported significant swelling of both his head and ego, remarking “I’ve never seen a head quite that big!” after the post-flight medical check. As a result of the flight, Wernher is investigating other ways of parachute-less spacecraft recovery, Mortimer is working on the finance team, Jeb is in rehab, Bill is looking for ways to reduce the size of Jeb’s head, and Gus is putting the finishing touches on Kerman II. Walt Kerman Public Relations Peon, Kerbal Space Program
  15. KERBAL SURVIVES 200 METER FALL DURING INITIAL SPACEFLIGHT Two hours ago, Kerbal I launched on the first Kerballed suborbital mission. Launch proceeded nominally, likely due to the fact that Commander Jebediah Kerman was locked out from control access, until just after capsule separation. When given control of the capsule spacecraft, he expended 95% of his capsule’s spacecraft’s RCS propellant firing all the translation thrusters at the same time, and then locked the SAS to prograde, draining the battery and causing him to lose all control over his capsule spacecraft. He survived a prograde re-entry, only to be informed by Val, in her capacity as CAPCOM, that Mortimer took the parachute home last Friday to patch it and forgot to replace it before liftoff. Gene immediately started flipping through procedure books, while Jeb flipped the only unlabeled switch in the capsule, which ejected the capsule spacecraft hatch around 10,000m. Gene grabbed Val’s headset and told Jeb “At this point, you might as well jump.” Jeb undid his harness. At 350m, according to the camera on his pressure suit, Jeb shifted his weight to roll the capsule spacecraft, and fell jumped out of it. He hit the runway of the Old Airfield head-first, and miraculously survived. Upon leaving the hangar and encountering Jeb, recovery crew leader Gus Kerman reported significant swelling of both his head and ego, remarking “I’ve never seen a head quite that big!” after the post-flight medical check. As a result of the flight, Wernher is investigating other ways of parachute-less spacecraft recovery, Mortimer is working on the finance team, Jeb is in rehab, Bill is looking for ways to reduce the size of Jeb’s head, and Gus is putting the finishing touches on Kerman II. Walt Kerman Public Relations Peon, Kerbal Space Program
  16. @CobaltWolf I really am enjoying your mod. I recently discovered minepagan's KerbalX spacecraft builds, and would really like to use those ETS spacecraft in the game (particularly the AARDV). Where do I find the parts for those?
  17. @dennislee-if you want methods for controlling stock asymmetrical LVs, I'm afraid I can't help you. If you're ok with using mods/changing the hardware, I would direct you to @CobaltWolf's Bluedog Design Bureau, which has Atlas-V-alike parts, and whose RD-180 analogue has plenty of gimbal. The Daleth-CGR-60 "Sapphire", which is also part of the pack, is capable of acting as an analogue for the SRMs and does not produce too much thrust for the RD-180 analogue to handle.
  18. Yeah, but then players can use the symmetry tool in the VAB to put like 64 of them on the back of the probe and increase the thrust to something reasonable if they're so inclined. Besides, is anything about resonant cavity thrusters reasonable? Don't they like break newtonian mechanics?
  19. @Beale - What about reducing the thrust and size to change its function from "OP Ion drive replacement" to ultra-low-power linear RCS?
  20. @CobaltWolf I'm really enjoying your mod! I've been wanting to mess around with Muo V configurations for a while, and the thing about all the really interesting ones (or at least the ones that are interesting to me) is that they've got strap-on SRBs (http://www.rocket.com/atlas-v-solid-rocket-motor). Can you recommend a particular SRB from your mod pack to act as the analogue for them?
  21. So if I'm playing on 1.1.3, what's the most recent version I can use that I can download from Github?
  22. @CobaltWolf this is an awesome mod you've developed! I downloaded the beta for 1.0 and couldnt get KSP to load past he agenaAntenna part. When I remove the two files associated with that part, the game gets stuck on loading the agenaPort part. Can you (or anybody else) help me get the game to load so I can use your awesome mod?
  23. So which mods do I actually need to in my install to try yours?