Redacted

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About Redacted

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    Spacecraft Engineer

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  1. Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc.
  2. Problem comes during changes that are made during dynamic flight. Turning the struts On / Off could cause parts to shift position. This change will alter both the CG and the point of thrust in an unexpected or controllable way. (Boom)
  3. Ok, figured out why... Auto struts between moving parts. Removed the struts and the craft was able to fly. However it was rather poorly due to the limited strenght of the joints. Looks like rotatable engine pods are a no go with the stresses of flight. Even the smallest change in the engine position, due to aero-dynamic flex, can cause the entire ship to oscillate and explode.
  4. Is the CRP due for an update soon? Thank you in advance! -Redacted
  5. Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required)
  6. Here is a crazy SSTO using the Shock-Cone and Aero-RCS thrusters. This little thing can reach 1800 ms in an atmosphere before kicking on the NERV for the final boost!
  7. If a picture says a thousand words, then this video says it all... Here it is on Steam... https://steamcommunity.com/sharedfiles/filedetails/?id=1765844041
  8. No "kind": "metapackage", "abstract": "A list of modules installed on the auto KSP instance", "name": "installed-auto", "license": "unknown", "version": "2019.06.08.04.28.37", "identifier": "installed-auto", "spec_version": "v1.6", "recommends": [ "name": "ModuleManager" "name": "CommunityTerrainTexturePack" "name": "TextureReplacer" "name": "PlanetWiki" "name": "Mk3Expansion" "name": "DMagicOrbitalScience" "name": "SCANsat" "name": "DynamicBatteryStorage" "name": "EasyVesselSwitch" "name": "ClickThroughBlocker" "name": "B9PartSwitch" "name": "KerbalEngineerRedux" "name": "DraggableNavball" "name": "AlcubierreStandalone" "name": "NearFutureSolar" "name": "StationPartsExpansionRedux" "name": "NearFutureSolar-Core" "name": "MarkIVSpaceplaneSystem" "name": "CryoTanks-Core" "name": "NearFutureLaunchVehicles" "name": "FlatBtmShtlSys" "name": "xScienceContinued" "name": "ModularFlightIntegrator" "name": "Astrogator" "name": "RasterPropMonitor" "name": "CommunityResourcePack" "name": "NearFutureProps" "name": "RasterPropMonitor-Core" "name": "BetterBurnTime" "name": "NearFuturePropulsion" "name": "NearFutureConstruction" "name": "PreciseNode" "name": "DistantObject" "name": "DistantObject-default" "name": "HideEmptyTechNodes" "name": "KIS" "name": "CommunityCategoryKit" "name": "CommunityTraitIcons" "name": "NearFutureElectrical" "name": "MemGraph" "name": "NearFutureSpacecraft" "name": "DeployableEngines" "name": "CommunityTechTree" "name": "BetterScienceLabsContinued" "name": "SpacetuxSA" "name": "BetterSRBs" "name": "KSP-AVC" "name": "NearFutureSpacecraft-OrbitalLFOEngines" "name": "MakingLessHistory" "name": "ScienceRelay" "name": "TrackingStationEvolved" "name": "PWBFuelBalancerRestored" "name": "DockingPortAlignmentIndicator" "name": "RealChute" "name": "HeatControl" "name": "PortraitStats" "name": "AblativeAirbrake" "name": "ToolbarController" "name": "AttitudeAdjuster" "name": "CryoEngines" "name": "Mk2Expansion" "name": "CryoTanks" "name": "PartOverhauls" "name": "BetterTimeWarpCont" "name": "KerbalAlarmClock" "name": "NearFutureElectrical-Core" "name": "TriggerAu-Flags" "name": "KerbalAtomics"
  9. Thus far all the variants i have tried fail to function on the Tarmac but work great in the VAB. I have even removed the "Arms" to mount the pods directly to the fuselage when no change in performance. Have even tried using the typical twin engine setup and the Servos don't respond outside the editor. Looks like the hope of having a viable VTOL or some form of vector control with these things is dead.
  10. I've managed to build up a Prometheus style of ship using the Servos and the KAL-1000 system. While the editor works flawlessly in the VAB / SPH, once on the tarmac only the 1st field actuates. (Can ping-pong the play loop and see it) The other fields that are "attached" don't appear to move despite working correctly before launch. Being that this is a NEW feature, I am not sure if this is a bug or just something I've missed. Please be aware that just like the Prometheus, the motor-mount "arms" rotate and the attached engines pods rotate separately but simultaneously. This allows the engines to be vectored, going from VTOL to SSTO. There are two arms (one on either side of the ship) with two pods per cross arm. Any help or advice is welcome! Cheers! -Redacted
  11. Just a little something i have been using. If done right I can boost a rather large payload beyond 11,000 km and still make it back for the boosters splashdown.
  12. Do the panels show their volume correctly, specifically with regard to stored panels?
  13. Seeing allot of error warnings recently. Is there are fix for this? Edit: Using V2.7.1 from CKAN. Thank you in advance! -Redacted
  14. I have a request for two modes to be added. -Constant rotation: Once a rate and direction is set, the Port will keep spinning until stopped. Would be great for making rotating stations. -Free wheeling / spinning: No setting supplied, yet allows the Port to move or twist freely. Would be good for Harvester ships attached to Asteroids by allowing the Load to rotate independently of the craft. Side note: None of the DR feature cost EC's to maneuver the Ports, IMO this should be considered.