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K1productions

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Everything posted by K1productions

  1. By "cargo module" you mean to ferry supplies, propellant, etc up to the station, or to ferry ore around? Thus far, I have been wishing the ore carriers could be changed to carry fuel as well
  2. That is also true, of course. We will see those (mis)adventures soon
  3. Time for more station building, and including some of the larger 3.75 meter parts, like that awesome 8-sided Cupola module. I apologize for the low quality. I will try to export at 720p next time, as opposed to the current 480p. I just hope I can navigate the settings without breaking something, LOL
  4. Back at it again for part IV. The primary inclusion this time is from the Stockalike Station Parts expansion, though I think that still applies under the broad scope of Nertea's awesome mods. Also upgraded the Command Module with parts from the Kerbal Reusability Expansion, which gives us some Dragon-style parts. Can't wait to try landing this thing Also, a side note, the low quality of these vids has been pointed out. I will try to boost it up to 720p for part 5, if I can navigate my way through settings without breaking something.
  5. Afraid I missed your post before I got to the next part. I am having a difficult enough time getting my Adobe Premiere (only version CS3) to play nice as it is (it keeps making files over 10 gigs), so bear with me for a while. I will try to go through the settings and change this for part 5,... but I sometimes have a Reverse-Midas Touch when it comes to settings,... everything I touch turns to crap, lol. But, I will do my best. Until then, here is the next update, for those who are interested. I apologize again for the low quality, this is a work in progress.
  6. Building a large space station, one piece at a time
  7. Probably cheating a little, but I will go one step further, instead of posting pictures, I'll post video :3 This station building process includes two very special mod groups, all authored by Nertea: Near Future Technologies and Stockalike Station Parts Expansion Me and my buddy RaiderMan plan to build this station as large (and functional) as we can until Kerbal decides to execute Attack Pattern Suicide
  8. Been posting these over on Nertea's "Near Future Technologies" page, but since now we're including Stockalike Station Parts in our station, i felt I should post it here too. Me and RaiderMan want to see just how big of a (functional) station we could build before the game executes Attack Pattern Suicide
  9. Time to start building a Space Station in orbit. The new modules also include parts from Nertea's Stockalike Station Parts Expansion https://forum.kerbalspaceprogram.com/index.php?/topic/155480-130-stockalike-station-parts-expansion-june-26/ and this was a fun-ass mod to play with, just like the Near Future mods
  10. The one on the left immediately makes me think of the Zarya FGB on ISS <3
  11. Aren't there supposed to be 2 shuttle orbiters on that last stack? After all, gotta have symmetry, right?
  12. About half a tank full, I may shorten the second stage a bit in our next run (which is probably 2 vids away at this point) to compensate
  13. With both engine mounts. The one with the three large ports may look cooler, but my gods, clustering 25 medium engines under the skirt gives us more lifting power than we will ever dream of needing. I love it
  14. Since it was apparently well received the first time, I'll go ahead and post part two of my station-building process. Here we start to have fun with the Near Future Construction parts, which are the heart of any Space Station complex
  15. I was only asking. It will in no way impact my feelings about what we already have. It was worth a shot, that's all. After all, one never knows until they try, right?
  16. Hmm... looks nice, but I am hesitant to add too many mods until the whole process is completed. I've had times where a recorded series was halted because an update caused a mod to break, and all my work disappeared. would be extra nice to see the Near Future set include some lights at some point. Oh, and have you considered (I may have asked this before) adapting the structural parts to include T-sections instead of just 6-way's? Particularly the truss-surrounded pressurized module, only option is 2-way and 6-way, that I can find. Just curious
  17. Awesome, and let me state for the record (and it will be heard on an upcoming video), thank you so much for this wonderful library of parts
  18. I dunno if this is proper to do, and if it is not, I am more than happy to delete the post Me and my buddy RaiderMan had been putting together a series on Kerbal Space Program using the Near Future Technologies mods, and building a Space Station Complex. The first video of this series is here, and I would be delighted to have any opinions and suggestions
  19. Are there any future plans for the construction mod to have the crew tubes end in a T-section instead of six-sides? Or have the six-sided variant be able to switch between 3-4-6 sided the same way the medium trusses change between tanks?
  20. thank you very much. I was having the damnedest time finding these, and was finding nothing but dead ends in the forums. To be fair though,... my google skills are abysmal at best.
  21. Repeating the question, only because having the parts is kinda important for some productions I am working on. VASMIR asked about soviet packs not being updated. I noticed there is nothing on Soyuz, Salyut, Skylab, or any of those historical packs (except the FASA pack), and all threads on them are closed. The threads say 1.0.2... and yet the downloads are broken links and the threads are (as stated before) closed. ... am I missing something here?
  22. VASMIR asked about soviet packs not being updated. I noticed there is nothing on Soyuz, Salyut, Skylab, or any of those historical packs (except the FASA pack), and all threads on them are closed. The threads say 1.0.2... and yet the downloads are broken links and the threads are (as stated before) closed. ... am I missing something here?
  23. I am not using FAR or any kind of aircraft mod. The only modded parts on the shuttle was the aft engine section, which was the lower engine mount for FASA's Saturn IV-B As for shallow, I don't think I can come in any shallower. My de-orbit burn is executed just over the island in the center of the giant crater (on the opposite hemisphere), generally from a 150 km altitude. The touchdown point reaches out beyond the spaceport, where the larger island to the north is (longitude-wise) in the middle between the spaceport and the touchdown point. This puts my descent vector just past the mountains, with enough run-off space for a safe touchdown on the runway. It worked well (and was really the first time I had been able to make successful landings) in version 0.9 For a shallower re-entry, I would have to completely re-think my re-entry procedure and pick a whole new landmark. I REALLY don't want to have to turn around to make a landing from the ocean, or spend half an hour flying over the mountains from a distance. My question is, are the mk3 cockpit and plane parts re-entry heat resistant? There is no ablator indicator on them, or the wings, and it was only when I tried to lift or turn the body at all during re-entry that I folded up. I just want assurance that it IS possible to build a stable orbiter, and have it touch down where I want.
  24. For the life of me, I cannot get a spaceplane to re-enter the atmosphere without folding up like an accordion. I have not yet installed this mod, and I do not know if it solves the issue (and I don't have time to read through 68 pages). I am just curious if there is something I am missing, besides the heat resistant shuttle wings.
  25. I ran into a problem where, when flying a full Saturn stack, it wants to tilt to the left, regardless of your center of mass and stabilization. I have to manually thrust to the right until first staging.
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