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NESD

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Everything posted by NESD

  1. @Rakete It was (and still) planned for rework of Apus's modular RCS system, some modular intakes and engines that can be used as boosters
  2. @marxman28 Yes it works, just put folder APUS_Shuttle into a GameData Also you can go to APUS_Shuttle --> Parts --> Engines --> SRB1 and unpack "Boosters" archive this will give you all set of SRBs from 2 to 5 cylinders length, with various thrust and fuel load
  3. @cameronisher3 This is a known issue, Restock's Depth Mask conflict with SRB plumes in SE-PR part, My parts don't have any custom modules, and use only stock FX system, so I don't know a way how to fix it on my side
  4. @The Dressian Exploder If I remember, someone here already make (at least try) kite version of Gemini. Deployable wings is not necessary here, Kerbals have working paragliders, so it possible to use same things
  5. @grandmastergoober thanks, for point me to this project, I like glider capsules but never hear about it. Interesting idea for mod
  6. Just type NESD, that's all. RCS block from my APUS mod (first in picture)
  7. Nice ship, but just curious, why you add docking port on ship that don't have RCS and how small intakes survive reentry, if I remember they easily overheating
  8. unfortunately, yes In those times I don't know enough about custom drag cubes, so all parts in available mod release have configs based on stock Mk2 parts later I'm rewrite config for better performance, but they was planned for updated meshes and new parts, and by some reasons still not released now I'm waiting more info about rules of mod modelling in KSP2 (like new base diameters and amount of egdes) to continue this mod
  9. Without Trajectories and with Mandatory RCS ( suitable for almost all shuttles and SSTOs except those who fly like stone or have too big wings ) 1 - Always start reentry from 80 - 80 orbit ( yep, its fuel hungry method, because you cant dive from Mun, even return from station required full double descent ) 2 - Start burn at middle of big crater and keep it until Periapsis touch groung, it take around 80 dV ( for equatorial orbit, for other angles just start at 1/4 of orbit before home ) 3 - Keep SAS in prograde until touch atmosphere, then set it to Hold, at 50km you will get proper pitch angle for soaring 4 - Glide in atmosphere at 25 - 30 degrees ( properly made and balanced spaceplane can do it, just press [F] for respect to temporary disable SAS and drop nose) 5 - Your first checkpoint is a beach line of KSC continent, you must pass it at 1900 - 1800 m/s and 30000 - 35000 m ( very roughly, depending on ship ) 6 - Pitch up for more braking or down for longer flight, use airbrakes, they not overheat now 7 - If your ship fly MUCH faster or jumping in atmosphere to 45 km and back, roll your craft 90 degrees to side or even head down 8 - If you do everything right, after passing mountains your ship goes to normal flight and can glide to runway. Airbrakes and remaining fuel (if you have it) can help But . . . SpikeX have very small air drag and definitely overshot KSC so you need start reentry a bit earlier ( or read number 7 )
  10. well . . . 1 - SpikeX is a mod that primary created for SSTOs and aircrafts, so it more focused on More-LF and All-LF fuel systems Also its a bit of realism (in game about little green people ) , usually oxidizer required pressurized or insulated tanks monopropellant always stored in high pressure tanks, so wings not a good place for it. 2 - Original parts of this mod is only cockpit and nose, all other things is a parts from my other "time wasting" projects that surprisingly perfectly fit here. Engines, antenna and solar panel from Streamline rework, wings also have their own history so no new parts planned at this moment, maybe inline single pilot cabin, but now I'm waiting more info about new modelling rules for KSP2. 3 - waterfall patch used original waterfall effects, that created for engines with flat ends, wyverns have angular cut of nozzles (Streamline legacy), so it's just impossible to make it 100% fit together without custom models and animation for effects. -------------------------------------------------- Triangular thing is a parts of modular RCS nacelle from APUS (also my mod, unfortunately stuck in beta stage by some reasons), now they under total rework and planned to release as standalone mod ------ upd ------------ Thx for idea about small jet engine for Modular RCS nacelle
  11. This ring IS a decoupler, that give you ability to use rear shielded dock on upper stage of rocket Shroud have same feature but also give better streamlined view for simple stock docking port Interstage tubes on first picture is a decoupler shroud with rear stage cap of both rings ------- update ------------- SpikeX is a cockpit, based on some designs of future supersonic aircrafts and it created for SSTOs and high speed aircrafts but with other parts you can make nice tiny space shuttle for 6 pilots/ Engines 40 kn for LFO 10kn for MP ISP for mid to upper stages Landing gear is from Kerbal foundries, big wheel pack
  12. @Rakete SpikeX don't have it's own docking ports, but it include shrouds (dark ring on rear side) that give better view to stock docking ports and add upper attach node for shielded variant unfortunately it not 100% compatible with Nertea's version --------------------------------------------------------------------------------------------------- Dock in picture possibly from Habtec pack, but if you want only ports I have my own APAS - IDA - IDSS style docking ports Here, in first page, or search KDSS in CKAN
  13. Well, I dont know enough how KSPs missions and contracts work, but all crew parts in Apus have settings copied from stock parts and must work in same way, maybe something missing, but no one catch this glitch before I look closer, and try to find where is the problem
  14. Science pods for KeR-7 now not in first place, maybe in KSP2's mod restart, possibly as full set of Vostok parts if Soviets don't be included at game start
  15. it's really sad, I'm always enjoyed by your mods @JadeOfMaar it was just a small mod idea I don't like use someone's property in my projects, especially if I can make my own.
  16. @Well It more thanks to you and all restock team for your great work btw. its possible to make a quick mod or Restock+ addition with unmanned Bion and Zenith science pods based on current models ?
  17. @nothingSpecial Even without tests I can tell you, it have too heavy nose and big vertical COM shift during fuel consumption, but it don`t matter until you play without Mandatory RCS. And maybe short nose for this cockpit is a good idea @Forked Camphor Looks like the offspring of Kliper and Dreamchaser . . . more like grandpa of both, named BOR KSP has gone too far - While playing any Lego game you never can say "I make something ridiculous", because tomorrow you can see something created by other people that can be really weird ( for me it was proven even before KSP, in Besiege )
  18. Small update for SpikeX v1.01 Now all windows have click spots to look through it so your space tourists can enjoy with much better view to the stars
  19. They work with anything that can fit into it so 1.25m parts that don`t have upper attach node now have it
  20. This one SpikeX supersonic project Yep, it have six-seater cockpit with fancy SpaceX-ish style, 3 sizes of wings, one of them have 3 variants (all-moving, fixed and extended), two engines, modular nacelle, antenna and solar panel. Also this mod include two attach rings, that allow you place rear docking ports on top of rocket ( even shielded port) this mod support Waterfall, Tweak scale, CLS and some fuel switchers B9 by default, but in Patches folder you can find other variants "almost ready" took 3 months, but I make some more parts, finish painting my first IVA and waste time trying to make in cockpit live fly cams, only by Unity tools ( unfortunately without success) Internal cockpit model have screens in separate models, so if anyone want to make RPM cockpit its will be easy
  21. @1FingerSalute Looks like it caused by Restock`s Depth mask module, that supported in my mod Upper left SE-PR engine patched for restock support, right one not. This bud found only in Solid fuel booster, all other engines and RCS have same patch and work fine (with their own bugs ) --------------------------------------------- if you wish, you can go to KSP folder -> GameData -> InternalRCS -> Patches find IntRCS_DepthMaskRestock.cfg or IntRCS_DepthMask.cfg depending on mod that you use open it in simple notepad (with backup first) find string @PART[nesdIntRcsSep]:NEEDS[ReStock] and change it to something like @PART[nesdIntRcsSeppppppp]:NEEDS[ReStock] this will remove Restock support and glitch on this part
  22. @nothingSpecial Unfortunately not a inline. It`s still a front cockpit with changeable fuel noses (like in Apus project), for better fuel balance and heat protection Also it`s not a only cockpit project, this is a small pack of parts for hypersonic aircrafts, small "space taxi" SSTOs and spaceships. Everything, except stock and Internal RCS parts on both pictures, is a this mod. Still need some work but almost ready for release. BTW, not so cramped, nice "glass and plastic" SpaceX-ish style, fairly comfortable cockpit for short range flights (compared to real Soyuz reentry pod ) Also Inline cockpits and passenger modules still possible
  23. Interesting, how many kerbals flying home in this small spaceship? Who guess? (cockpit is only two central sections ) @Fabled_Mike By default this parachute have dark color theme, and possibly less visible than other parts
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