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    Bottle Rocketeer

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  1. Is there a version of this at all that includes all the custom launch sites in the same area ?
  2. Genuinely the only thing missing now is mist / fog around the mountains. You have done some incredible work here with the cloud tech, awesome work
  3. The new clouds look great, a massive improvement over the 2d clouds we currently have thanks to EVE. Will it be possible to generate volumetric vapor cones for the rockets and aircraft ?
  4. Looking fantastic. Are you planning on adding the deployable flotation ring and the orbs / balls that are on the top when its landed?
  5. Do I need any parts from stock at all ? I usually play with all the stock parts removed and just the BDB parts, I also have your reDIRECT and HABTECH2 mods installed along with the shuttle.
  6. for some reason, i cannot for the life of me find the shuttle main engines when building it, I have everything else but those. Even did a fresh install of the mod incase i missed something.
  7. Is there a video tutorial on how to get the launch rails to work ? I cant seem to figure it out.
  8. Random question, what solid kick engine is supposed to be used for the third stage in Thor / Fenris & Alpha / Able with Pilgrim / Pioneer 0 / 1 ? The Starra - 20 is the right one i think, but as far as I can see there are no decouplers that give enough distance between the tank and the probe, the antenna clip into the tank. The Starra 13-A fits but it lacks the fuel required for a burn to the Mun in JNSQ it seems.
  9. I've been using all the basic starter parts stage 3= Easton s3 grand centre stage 2= ja10-37-6 alpha stage 1= easton 50 viking tv-4 I've checked the thrust of the s3 grand, it produces 1.16 kn of thrust, for a 1/4 of real scale for JNSQ it should be 2.6 kn of thrust, so its technically under powered, yet weirdly overpowered.
  10. is it just me or are the solid fuel rockets overpowered? I'm playing in JNSQ and the liquid fuel sections of the rockets work well but on the vanguard and explorer probes the final solid stages keep shooting me to escape kerbin. Iv'e been trying to recreate there actual orbits based on a 1/4 scale of the real probes. So vanguard im trying to launch to this orbit Perigee altitude 164.3km Apogee altitude 960km first 2 stages of vanguard gets me to about 130km which i think seems about right, but once the third stage solid kicks in i go into an escape trajectory Am I launching these incorrectly ?
  11. Noticed you have animated the explorer 1 antenna's. This made me happier than it should of to see it, great effort on detail
  12. Yeah if you check Wikipedia all the orbits for the first explorer missions where lopsided. Explorer 1 Perigee altitude 358 kilometers (222 mi) 89.5KM at JNSQ 2.7x scale Apogee altitude 2,550 kilometers (1,580 mi) 637.5KM at JNSQ 2.7x scale I'd recommend using JNSQ, its at 2.7x scale and everything works perfectly at that scale. If I burn the first stage till its empty I usually hit about 100 KM or more, then fire the first Sergeant after hitting Apoapsis after using the RCS of the instrument section to align to the horizon. Burn the sergeants in sequence. Doing this I can usually fall into the orbital ranges similar to what the early explorers did
  13. If you author the materials in substance painter you shouldn't have this issue, substance already has presets for unity 5 setup. You can import maps from Photoshop straight over, the main thing used to assign material values is a coloured ID Map that you can just manually author. From the looks of things its just a normal PBR rough setup for unity 5, I imagine this will be what ksp2 will use as they will most likely use substance for texturing
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