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Hyratel

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Everything posted by Hyratel

  1. wishlist: engines (LFO and Mono), 2 U rack modules for "need a lot" like mono or LFO or batteries, 2x Height frame to fit 10 modules
  2. RealFuels uses LiquidFuel to cover Kerosene and has LH2 as a discrete resource
  3. talk to Majiir about using OpenResource (or whoever is in charge of that) to handle the Asteroid Mass / Crushed Stone / Steam (etc)
  4. why the severe falloff after three analyses? it makes it completely useless before you can even upgrade it! and it makes it useless to try and scrape a bunch of little science too.
  5. Is this supposed to be compatible with Atmospheric Sound Enhancer? Because I'm getting stuttery sounds at low throttle settings with the basic jet
  6. you could use an "Air Turborocket" - it replaces the compressor jet segment with a gas-generator cycle rocket engine, and is basically a turbopump for air thrust
  7. yeah i dont' want to hear the "it's difficult to build for RSS without RO" song. it's patently not so. as well, I explicitly only build KW-KW and AIES-AIES, at least for launchers. payloads can be schitzo-style but launchers MUST maintain the intra-mod components (except for absent parts eg KW: decouplers) even if it means using a sub-optimal engine setup
  8. no no no no, the exhaust plume should never detach from the nozzle D: it is being generated in the nozle so why would ther e EVER be a gap between the nozzle itself and the start of the FX
  9. how much does this "require" stretchytanks? because like hell am I going to throw out the sets of AIES and KW and stock
  10. lol no it's not. low Kerbin orbit (130km) is 2200m/s. Earth's low orbit is in the neighborhood of 7300m/s for 200km altitude. untrue! in fact, there is an entire mod dedicated to doing this, RealSolarSystem! -> http://forum.kerbalspaceprogram.com/threads/55145 this is what is required to launch 20 tons to 150km equatorial Earth orbit. 9500m/s dV sitting on the pad. (I say Earth because when you use RSS, the differences start to blur)
  11. 123nick, Gain is making the engine/thruster block. the LDEX is just the experiment
  12. need option - do not hide Engineer 1.0 when in action group editor. reason: modular fuels also poke the sea level twr in VAB
  13. how hard would it be to add a "planar offset" range readout? the CDI lines turn red when you're past, but that's not much help when you're trying to figure wtf the other ship is doing
  14. my suggestion is to have "material roles" ie, Ferrous like iron, Conductive, like copper or silver. Carbon is a universal
  15. WHY? Stretchytanks are Liquid tanks. this modifies solid rockets
  16. uh.. guys? ModularFuelSystem allows for proper fuel setups. HHHO___OHHH tanks on both of those
  17. the lander can mk2 is actually way larger and heavier than it ought to be, if you wnat to use it for mun landings - the LEM was basically made of tinfoil, and the lander can is about 4 times what it should be, unless it has integral RCS tanks
  18. the transform is actually quite trivial in blender - https://dl.dropboxusercontent.com/u/33593534/images/KSP/modelling/REDSTAR/redstar%20Adapter.png Blender +Z is what I've been told is the working axis after unity gets hold of it.
  19. if the Ariane pack is a 2.5m launcher then yes, it will. the fairing set download is sized to this, ( but personally, I use pFairings for -everything- and delete the fixed fairings from KW, AIES, or this)
  20. In honor of the launch of the James Webb Space Telescope, nhnifong made one for KSP. Unfortunately, the thread was lost in the Kraken Attack back in April, and it hadn't been updated since before 0.20 Requires VDS Hullcam for telescope function, found here Download Links separated because the fairing is uncompiled DAE and is also redundant if you use pFairings - Telescope only -> https://dl.dropboxusercontent.com/u/33593534/images/KSP/NatesJKST-TelescopeOnly.zip Fairings only -> https://dl.dropboxusercontent.com/u/33593534/images/KSP/NatesJKST-FairingDAE.zip I have updated the config and folder structure to the best of my ability without testing. if any problems are found based on the configs, just tell me, and give a possible edit so I can adjust it Authorised Repost. Ahh, sorry I completely neglected this. I'm over-encumbered with kumoricon right now. You may do do anything you want with the model, and I'm grateful that you are willing to preserve and update it I'll get back to KSP modding eventually. All rights reserved, direct permission by Nathan Nifong aka nhnifong.
  21. it does but only in the VAB. eventually you'll get a feel for how severe the thrust handicap is at sea level, and learn to build to compensate
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