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About sgt_flyer

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    Capsule Communicator
  1. (1.1.x) Build a Kerbal scaled ISS

    Hello - i don't know if the canadarm and the soyouz still works correctly with the latest builds - the geometry of some parts (the mono RCS for example, which i used in the hinges), and the monoprop engine) has changed. For the soyuz for example, the monoprop engines were used at the tip of the side boosters during separation - the new model of the monoprop engine is way bigger than the old one, which makes separation quite risky.
  2. KSP Weekly: The Arecibo Message

    The change makes sense because of the collider geometry of the nose fairings ('closed' nose fairings colliders are completely filled, only switching to the correct collider shape after decoupling to save on the requiered computing) it's this way since the unity port, because of the way colliders are handled (the current version of unity physic's engine now rely on convex colliders, instead of being able to use concave colliders like before) anything you decouple (or a kerbal leaving his capsule) within a nose fairing is going to be violently ejected because it will be within a solid geometry squad made it that way because on the initial fairing release, having hollow fairings was the root cause of the large delay (>1mn in several cases!) on scene loading of large rockets. For the large fairing, it was roughly 12 rectangular colliders per height segment of a nose fairing ! - so collider count grew up way too fast with large nose fairings) while when filled, for a nose fairing, they can use a single cylinder /conic collider for each height segment. Still, interstage style fairings (you can close it around a nose part (ex : an FL adapter) still retain the hollow style colliders when closed (so we can have f9 style interstages) if you want to make hollow habitats for kerbals, simply close the fairing around another part this is the case since the unity port (tested the hell out of those things during the beta of the unity port)
  3. Nifty looking vostok a full sphere can have soo many uses (those small rcs spheres too !)
  4. (1.1.x) Build a Kerbal scaled ISS

    Well, as much as i like problem solving, i don't have enough concentration left for me after the end of a work day to get back into ksp at that kind of level atm - it'll get better once i'm more settled in my new job but don't worry, i still lurk on the forums, and i'm still avaible if you need to bounce ideas / concepts on someone
  5. K-Drive 122 The Kraken Returns

    @Martian Emigrant it seems Krakensbane code is still in the game basically, squad put some code that kicks in above roughly 700m/s to prevent 'Kraken attacks' Below 700 m/s, krakendrives only goes to 3 / 5 m/s vertical speed - above 700, gives insane accelerations - so, beware when crossing the treshold with the drive active - especially when using it for a retrograde burn - it's like dropping an anchor attached to the wheels of a dragster going full speed happenned to me pre 1.0 - i was testing a spaceplane equipped with a krakendrive, and the thing kept on either breaking apart, or having the krakendrive just vanish from the craft each time i got below the treshold when trying to circularise with the drive around mün
  6. K-Drive 122 The Kraken Returns

    Have you already tested how it reacts from the ground ? (At least, to check if Krakensbane got modified a bit :p)
  7. Work-in-Progress [WIP] Design Thread

    @Majorjim! you should check out the MK1 diverterless supersonic intake well placed, with a few small radiator panels, it can make a really cool looking OMS pod
  8. Farewell, Rosetta your legacy now rests in the scientists hands
  9. 'Catching' those balls with electromagnets is going to cancel the momentum - because your magnetic field comes from the ship. The ship magnets will 'attract' it towards the balls at the same time the balls are attracted towards it. You could put a metal plate for catching those balls, it would have the same effect. Take one magnet and an iron piece, and move them closer to each other - both will want to move closer to each other. magnetism isn't magical momentum conservation laws applys the same way. If you 'accelerate' a ball then slow it down to a stop within the same machine, net momentum = 0. No matter if it's mechanically accelerated and stopped, magnetically, or a combination of both.
  10. Kerbal Space Simulator

    You know, you should explain a bit on this forum what you are making , instead of simply giving a link without explanation besides, we are not able to see the images hosted on this forum unless we are logged in (so we basically need to register on another forum) if you wish to share those images, you should upload them on sites like imgur
  11. @Columbia thanks i used those myself to make a few custom turbofans too if you wish though, i made a new 1.25m animated turbofan, built upon this bearing discovery by @Avera9eJoe here's a prototype animated turbofan built upon this suprisingly smooth operation (same method operations as my old animated turbofans - trim roll, then decouple the animated parts to get them turning - don't forget to reset the trim afterwards though ^^) and here's an animated view of the internals the album shows a bit more the mechanism
  12. @Sharpy - you share interesting designs, but it would be even better if you shared the design techniques you used (for example, a step by step album) - after all, this thread is more for showcasing construction techniques more than just sharing images of the .crafts . maybe you could write some description of why you created this design and how you balanced it
  13. can you show us a picture of before decoupling ? I think what happens is that two of your docking ports are connected together node to node in the vab, and you decouple this. Leave the 'external' body docking port free (node avaible), and mount the future rotating part on a lateral decoupler.
  14. it's Kerbal Engineer Redux it gives a lot of technical infos (TWR, burn times, delta-v per stage) - a nice tool when it works (it has a few problems with some designs however). can work without adding anything to a rocket (so they stay stock - someone who doesn't have KER don't need it to open a .craft built upon these infos
  15. and here's the video of my entry : ) (warning, i use a lot of clipping when making replicas ;)) fully stock soyuz - Flies like a breeze (it doesn't even need SAS during the gravity turn after the pitchover ! ) added a few subtitles with the various events (staging, etc) - bonus, a launch escape system sequence at the end of the video (bonus timestamp : gimbals : on the boosters and the core stage, only the 24-77s 'twitch' can gimbal (used as verniers) (gimbals are disabled on the MK-55s 'thuds') on the upper stage, it's also the same setup - the thuds are gimbal locked, and the LV1-R spiders act as verniers a few infos on how the RCS is set up on the spacecraft : the 2x4 angled RCS on the end of the service module control pitch, yaw and forward / backward translation. the rcs on the 'belt' of the spacecraft, control roll and lateral / vertical translation. (this allowed me to roughly center the translations around the COM of the spacecraft) finally - here's the craft files : soyuz + the launch pad - 798 parts. (not as bad as it sounds - after initial liftoff, as the discarded pad is loaded in separate threads, it's not that much a strain on multicore CPUs :)) launch pad.craft?dl=0 soyuz without launch pad - 383 parts.