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BaelRathLian

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Everything posted by BaelRathLian

  1. Where can I find the older versions of Hyperedit? I am looking for one that will work with 1.2.9. prerelease, if this one is not backwards compatible.
  2. After getting the space 1999 eagle mod I found one called Eagle One and it came with a landing pad like on the show. My question is how to get that sucker up on the mun? It's way too heavy for any boosters or combo of boosters I have and it's all one peace. So far it's stuck on the ground. For that matter once we get to the mun, how are we going to land it?
  3. After getting this mod I found one called Eagle One and it came with a landing pad like on the show. My question is how to get that sucker up on the mun? It's way too heavy for any boosters I have.
  4. Nice idea, but does not seem to work on older versions of KSP. I tried it out on 1.2.9. and some other early version too.
  5. Actually saw this UFO style hover car once at a museum. Got me interested in some stuff Tesla did in his work on propulsion. I tried to build a version of this one. The only way I could get things to fit right made it so heavy it would not lift off.
  6. Once I get the fuselage built then I am thinking of making it space worthy. Maybe a bit of hidden fuel and such. Would like to add a warp drive type engine (hidden), but can't find additional fuel for any of the mods I have seen.
  7. Yes that is close to what I mean. What is the parts list? Your right it would be easy to switch out the engines with this model or add a something hidden for a nice long trip.
  8. I messed with KSP years ago and just found a version listed as a free demo 1.2.9. My question is has anyone made a old fashioned flying saucer, like in the old movies? Or know which mod pks will have all the bits and pieces needed to build one from scratch?.
  9. And new pics of the updated IVA: What's included - Two versions of the body - one that's true to the original, and one that adds a small payload bay. The payload bay is one of a few changes that I've made to the Dream Chaser (all of them optional... you CAN build and set it up to fly true to the prototype if accuracy is your thing.) because I want this to be a mod that people can actually use - rather than being like some of the awesome mods on here that realistically capture every detail of a real world craft... but don't really have any 'playability' - so you launch them once to marvel at the model... then either delete it or let it slow down your game load times forever... but never really PLAY with it. These are game pieces... not museum collectibles. Two versions of the nose section - one that just has internal space to attach pieces - batteries, computers, small rcs tanks, etc... and one that adds an Orbiter Delta-Glider style docking port in the nose. Three payload bay modules - a generic tank (comes preconfigured for TAC life support, but the idea is that you can edit the .cfg file to add any resource from any mod that YOU use... so reconfigure it for snacks or karbonite or anything else), an LFO tank that adds additional delta-v to the ship, and a KAS workshop module that, if you have KAS installed, gives a winch, a pipe attachment, and a storage crate, turning this into an awesome little maintenance and upgrades platform. An Atlas V two-stage launcher to lob the thing into orbit. This is lower detail, as I wanted to spend CPU cycles and memory on the ship you actually fly all mission, not on the launcher you discard in three minutes. But it's there, and both stages terminate at 2.5m so they're useable with other payloads... though you'll probably have to have an adapter fairing of some sort for the upper stage, because the top of the centaur isn't flat. The other little parts to make it work - wings, tail, landing skid and wheels, a rear docking port (true to the prototype design) OMS engines and a 2.5m adapter. I've now added integrated airbrakes. They're attached with the tail model, and the tail is where you click to control them. It's possible to reenter and land the ship in both stock and FAR without them... but they make it a LOT less scary. The launch vehicle adapter is 2.5m, so you can hypothetically launch it on top of any 2.5m parts from the game... but... there's a lot of aerodynamic surface on this thing, and it's way up front in the launch configuration. My Atlas V has increased gimbal range to let you counter act the instability instead of fins (just like the real thing) so if you launch this on stock parts, you may need quite a few fins at the base of the rocket. The IVA requires: (not necessary if you don't want to IVA) Raster Prop Monitor - http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-(v0-18-3)-8-Oct The Ship Requires: Firespitter. It makes the landing gear and airbrakes work. Does anyone NOT have this at this point? http://snjo.github.io/ Notes: The centaur loads with less than full fuel tanks... and the Dreamer loads with more fuel than you probably need. I highly recommend planning your missions and adjusting the fuel in these two stages appropriately. As it loads, the launch stack will put the Dreamer into orbit with aproximately 400 m/s left in the Centaur, and 1100m/s in the ship itself. You could make a mun orbit and return with that... If you fully fill up the Centaur, you can almost make the Trans Munar Injection burn on the Centaur alone, before you ditch it. If you fill up both tanks AND add the LFO payload bay module... you can BARELY make a complete Duna transfer, aerocapture, escape and return. If these delta-v numbers are too high for you... feel free to take some of the fuel out in the VAB to tune it to how you want to play! There's an electric generator built into the capsule. And the output is HIGH. I've had to do this to make the batteries last all the way through re-entry. I suppose I could turn the power down on the flywheel system. I'll play with that. But at the moment you'll never run out of electricity. Which is a little hacky. I need to get this into balance. The mod supports DRE and FAR. The Far support should be considered a WIP. Please give feedback. The ship isn't designed to be EASY to fly, but if it's uncontrollable it's probably a bug. The Atlas V 402 launcher is low detail, but it exists. I've put the .blend files in the abandoned model thread and you're welcome to start with my cfg files.... so if anyone is looking for a mod project, a day texturing what's already there... a couple of days building fairings and payload adapters, and a day modelling the single nozzle Centaur engine and you'd have a stand-alone Atlas V mod ready to release. All I ask is the option to include any improvements you make back into this mod if they fit with it! I may move on to this project eventually myself... but I've got a couple of projects ahead of it, so please feel free. I'll gladly help someone along, if it's their first project! Link is Broken. Tried it several times.
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