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About Beriev

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    Bottle Rocketeer

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  1. For the first question, I was thinking that it's not super difficult to get 30-40 science from the first launch, which makes the Swivel and Reliant within reach of one launch should you only shoot for them in the tech tree. If you're really pushing it and get like 70 science, you also have the Thud and Terrier within reach, but that's probably stretching the first launch. I would imagine that your best bet for a CRPU would be using a Swivel (for the gimbal) or a Reliant (for the thrust/ISP). As for the second question, although OTRAG was meant to launch more high tech satellites into LEO,
  2. Hey all, this was an idea for a career I had, based on the idea of OTRAG, but first, I will probably need to explain what it is/was, for those who don't know about it. What is/was OTRAG? OTRAG was one of the earliest private launch vehicle companies, operating in the 1970s and 1980s, but was never successful. Their idea was to have a tall, slender (16m x 0.27m), and mass-produced Common Rocket Propulsion Unit (CRPU) that they would be able to bolt several together in order to achieve any payload to Low Earth Orbit, staging them as needed; for example, a sounding rocket would use arou
  3. I've just checked back in after a few days. Yeah, the 5m parts and 1.875m parts are DLC-exclusive, same with the F1-equivalent. (I don't own the DLC, if I sound strange.) Best of luck with the redesign!
  4. I echo the above sentiment, in that it does look very friendly for new KSP players, though I do have a thought about the design. I personally wouldn't expect a new player to get the DLC expansions out of the box, so you may want to make a core-game parts only version of the rocket.
  5. This mission report inspired me to take on my own RSS career with stock parts, and I've been enjoying it so far. However, I've been having troubles with landing on Mars, because the stock parachutes don't want to deploy until well below the surface, even when set to 0.01atm. How did you overcome that on your Mars lander?
  6. Do one of the challenges or a career, but in RSS (or via a rescaling mod), keeping the parts limited to stock physics (so no mods like SMURFF or RO).
  7. Greetings. This was a one-off mission that I did earlier this year, across the duration of February 2020, but one I had been designing since mid-2016. Below is the original information I posted on the Jool 5 topic, as well as the album to view the full mission at.
  8. Hey, I am having trouble with the download on my Mac. The file downloads as a .zip, but it extracts into a ".zip.cpgz" file. When I click that file, it extracts as the .zip file again, creating an infinite loop. I've already tried the Unarchiver and Terminal to no avail, so can you check if you uploaded the file to GitHub correctly?
  9. Would it be possible to add a way to create the pulse units away from Kerbin? Like perhaps via conversion from Ore and/or Uraninite?
  10. After 4 years of on-and-off work, I am ready to present my Jeb's Level Jool 5, performed in a 6.4x system. The mission was flown in v1.7.1, but was partially designed in v1.1.2 (which means that some old part models are present). I used Kerbodyne Plus for the launcher (Behemoth Aerospace Engineering and SpaceY both glitched out on me), but kept stock outside of LKO. I did use several in-flight QoL mods: MechJeb (both via AR-202s and "Mechjeb and Engineer for All"), Bon Voyage, AutomatedScienceSampler, Kerbal Alarm Clock, and Kronometer (10.5 hour days, ~640 day years).
  11. Hello, I have a question pertaining to the "no cheats" rule. When I move my Jool-V ship from the VAB to the launchpad, it rips itself to shreds the moment physics initiates. However, I have found that if the "unbreakable joints" cheat is activated for a second or two while the ship settles down into its clamps and then deactivated before launch, after that, the ship is perfectly stable, even in flight. My question is, would that be permitted when I do the real mission, or would it fall under "using cheats during the mission?" Thanks.
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