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About kerbalfreak

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    Spacecraft Engineer

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  1. Sorry for the necro, hope you still around. Since the mod are related to work on the last version of KSP, I don't think it's a problem to post here. I'm planning to do the same, what configs do you use/used for both mods? I plan to do the same, starting with everything unlocked. To you used the laboratories?
  2. It's kinda funny how you reply that in a post where I tell about the rockets I use, and where I mentioned 3 disavantages of SSTOs Spaceplanes in KSP
  3. Like many people said, there ins't a straight answer, and there's a lot of factors to consider. You can easily go mad trying to build the best rockets possible, for every situation. In that case you will probably end up with SSTO Spaceplanes. I like to make with 2 stages, mostly thinking in reusability, simplicity and low part count. The first one is relatively short, and I simply drop into the ocean, with airbrakes to fall near the beach and to safely open the parachutes 3-5 seconds later (using Smart Parts). The TWR gets very high when finishing the orbit, which is not necessary but make things much smoother with very heavy payloads, and allows for an quick, powerful and precise reentry burn. I recover everything, expect for the fairing. I avoid doing very sophisticated landings with the first stages (using FMRS). I think that role, in KSP, is more for SSTO Spaceplanes. Sophisticated, but expensive if you fail, much harder to design and fit payloads. But no stages and 100% recovery except for the fuel. 2 stages rockets ideas are also popular IRL. Falcon 9, BFR, Sea Dragon. Even the Space Shuttle, which only dropped the E.T. to avoid debris. My designs: 1. A central liquid fuel booster with two SRBs merged with two tanks in an simple asparagus configuration. The SRBs and the tanks finish almost at the same time, and then drop to be recovered, while the central booster is full. 2. First stage only a big SRB (from SpaceY), and second stage a Rhino or similar (from mods). The SRB takes the Rhino at an altitude where it's ISP is very high, and it fires for a quite long time. Since it's an inline rocket, without side boosters, the aerodynamics seems to be better. 3. And last, something similar to the NASA's SLS. An central core with engines that work well in any altitude (Vector, Mammoth, Kite and Buzzard (Near Future), and the SRB's. It launches with the central core at maximum, to minimize gravity loses. I set mechjeb to limite MaxQ at 20,000, so after ~20 seconds the central core shutdown, and then it goes with only the SRBs. When the SRBs are almost finishing, the central core starts again. When the SRBs drop, the central core goes to maximum. That first 20 seconds with high TWR helps A LOT, and uses only 10-15% of the fuel from the central booster, so I don't need to bother to make an asparagus (and is more realistic to avoid the fuel lines). The second stages, after deploying the payload, have and inflatable heat shield at the top (that I use "inverted", like a mushroom, it helps a lot with engines overheating, stability and slowing the rocket), and around 800-1500 dV left. So I do an 600-1000 m/s retroburn for an very easy reentry, and a "Falcon 9 style" landing at the KSC, sometimes I use parachutes. I have rockets with this setups for 15, 30, 70, and 110 tons. And some Sea Dragon inspired crazy ones for 150 and 200 tons So I just make the payloads fitted for one of these, attach, and go boom (in a good way). Hope it helps!
  4. Hi! Which mods do you think it's recommend when starting a new save? I mean, mods that will not go very well on a pre-existing save game and are best used from the beginning (I'm not asking from mods that are good in general - only the ones which will need/it's best to have a new save). Right now I'm planning to use the mods listed below. I will play a career mode with everything unlocked and without contracts, earning money with science. I'll do just the "First Worlds", and in the future I may take a look into mods that manages the contracts, specially with tourists. I'll also greatly nerf the Mobile Labs, will see in the future how and by how much. I'm missing any great mod that will not be very good if added to an existing save, that is better to add now? Specially modes involving the game mode (career/science) and that keep track of the Kerbals. Thanks!
  5. The type of mod that a needed but didn't know. In many game this would be useful. Great for biomes maps, science tables, delta-v. Thanks!
  6. Would be nice to have EVA reports and surfaces samples without needing to get a Kerbal out of the vehicle and switching "vessels".
  7. I was using this mod without problems. Now I've made a fresh install and it didn't worked. Came back here and saw that I forgot to do that modification. Now it's working again. So, thank you twice
  8. Do you guys think it's a good ideia to simple prune most of the stock engines, and use the ones from this mod (using the LF patch) and NF-LV? The textures and models are much better, and it also seems more balanced. As much as I loved the Terrier and Poodle, I'm not seeing any reason to occupy my load time and parts list with the stock ones...
  9. So, do you think is a good ideia to wait a little more before installing this mod in 1.3 or 1.3.1 KSP? Thanks!
  10. I like to play on a "sandbox science", with everything unlocked from the beginning, and some mods to increase the difficult, like life support. I like to collect science just to have some goal, build planetary bases with the labs and a Kerbin Space Station to send the experiments from Kerbin. But even with this playstyle I like your ideia. Trying to bring everything to the labs, and keeping tracking of it, seems to be too much trouble and not fun The GUI for the experiments is also terrible. While I can simple disable it and keep track with the "[x] Science!" mod, without worrying too much, simple traveling around. I use the DMagic orbital science just for the alternative science bay, and disabled the rest. Maybe I'll take a look again at it, if I don't use the lab. Thanks!
  11. I hope this is the best section of the forum to ask this. I play on a "science sandbox" (science mode with everything unlocked), and like to collect science and research it into a lab, to have something to measure my progress. I use the mod "[x] Science! " to keep track of everything I did. So I have to always collect two samples, one for the lab, and one for recovering, to keep track of everything I already collected. At first It appeared easy, but now it's turning into a nightmare to keep track of everything, and always take two samples. Sometimes I end with more samples for the lab or recovering, and have to see what is missing. This is preventing me to enjoy the game, or to use science auto-collect mods (because they only take 1 sample) My question is, is possible to edit the game's files to make the labs not destroy experiments when they are being turned into data, so I can recovery them later and keep track of everything I did? Also, would be nice if there's a way to prevent the same experiment being turned into data in two distinct labs, but this one I think is much harder to do with a simple .cfg edit. I think this has something to do with the "ModuleScienceConverter", but in the Labs .cfg there isn't nothing that seems related. If someone could help me with this, I'll be immensely grateful!
  12. I understand. Thanks for the reply and the awesome work maintaining all this mods!
  13. I love this mod! I have a suggestion. I don't know if it is possible or easy to do, but would be very nice if the mod alerts if a part is being used in some vessel in the current save game, before it's pruned. Would save much time and allow to prune a lot of parts without doubt or checking manually first. Thanks!
  14. The first one worked, many thanks!! I was seeing the files and couldn't understand why some had a "*" in the name, and others don't. If I create other ones, only changing the names between the [ ], it should work, right? Now I can prune all the bays and use only NFT, which has the best textures and models by far. Fitted perfectly in my plane
  15. Would be very nice to use Tweakscale on the Near Future Launch Vehicles, specially in the 5m cargo bays and adapters. I'm trying to write the patches, but I'm very confused. Someone has already write this patch or could help me with it? I did that and it didn't work: Thanks!!