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bs1110101

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Everything posted by bs1110101

  1. Bug report: The ke-111 cockpit's iva windows are totally black. Screenshots to be posted when ksp loads again. Edit: They're not black, they're the same dark-ish blue as the outside of the windows.
  2. Two simple requests: One, make a new download link to the soviet engines mod. Two, someone make stockalike realfuels configs for them.
  3. Building a boosted single stage rocket with 6.4 scale Kerbin is more or less impossible, so i've kinda given up on it. Anyway, this is the Nova-1 The Nova was what was planned if the Saturn 5 was too small, the first stage on this is 10m before the conical engine mount, it uses 8 F-1 engines from FASA upscaled to 3.75m. It's the Nova-1 because it's still not big enough for many things, though i'm worried ksp isn't going to like 20m diameter rockets, and as these get bigger there stops being room for the engines, hence the conic first stage and angled out engines of the second. The lander is a multipurpose descent stage with an assent craft attached. The same descent stage can be used for rovers, outposts, cargo, scientific stuff, or more or less anything, though the lack of the transfer stage is a problem, and likely one that's not being fixed soon because of the simple reason of ksp not being stable with things this huge. Update! Playing around with tank sizes and making a transfer stage helped a lot, still a behemoth of a rocket. Relatedly, i challenge anyone with 6.4 scale Kerbin to build a proper Ares V.
  4. Seeing as you like it, and my save for my other challenge got borked, i'm giving this one another shot. The engine on the second stage is an M-1, more or less an F-1 modified to run Hydrogen and LOX and with a giant nozzle for vacuum use, it was going to be used for the Nova's second and maybe third stages, here only one of them is being used, likely on a re-engined S-II, as an M-1 would be likely cheaper then 5 J-2s The block 2 is adapted to have far higher delta v, though mostly at the cost of TWR do to it's nuclear engine. On a Munar mission, it can be controlled to swing around Kerbin and be crashed into the Mun, on a low orbit mission, it can delay it's deorbit and land safely away from the landing site of the capsule,
  5. Reegenined C-3 LEM "test" Fuel flow not working for lower stage, needs a bigger rocket unless i want to launch it empty/use all its fuel getting to orbit. The Munar program call a plumber and try to work out how to lift the their lander into orbit, meanwhile, the Minmus program retrofit a Saturn C-3 with a S-IVB, then stretch the first stage and add SRBs derived from the Titan program. They plan to use it to loft a lighter CSM and a very light lander to orbit. It works, though the stage is empty, the plan is to refuel it then reuse it for TMI. The refueling ship is an S-IVB made to be dockable, the problem is that it flies like a cow, as does the main ship. After exhausting all other options, the CSM dumps all it's fuel to the S-IVb with the lander on it, then detaches and flies to the refueling ship. Ok, this might stop now because save problems.
  6. I'm doing it in 6.4 scale kerbin, and kinda an alternate version because of it. Saturn 1 Too small to bother with. Saturn C-2 Too small and too huge at the same time, fights and loses a battle to keep TWR > 1. Saturn C-3 Finally works! And with 2.8 km/s left, so enough for a munar flyby or to dock with something in more or less any orbit. I have now made a tweakscale.cfg for the FASA apollo engines, letting me scale them to useful size and re-engine my rockets and scale parts up to 10 meters, making this challenge more doable, if somewhat dwarfing to most other entries. The rest of it will continue in the next post, as this one is kinda huge now.
  7. I'm going to do this challenge in 6.4 scaled Kerbin, and with another spin on it, using Saturn 5 (or saturn variants that were never made) derived stuff. I hereby give up, as this thing is utterly silly, and i'm too ocd to not get max points. The second stage is 5 meters! The srb is like 10 by 30-something!
  8. Idea for a part: Stack mounted .5m goo science thing.
  9. Can i downgrade MM as a temp fix? If so, to what version? Edit: Now using 2.2.2 seems to work fine so far.
  10. I want something very related to this: Part variants, more or less rightclicking on a part, then it gives you a list of a bunch of variants, which is to say, every part with the same model, and these would be otherwise hidden from the part list. Another idea, though likely too big of a project for you to want to try, a module manager replacement/addon with variables and math. Something like this would make things like RealFuels way better, as you could make configs that generate themselves based on the part they're adapting and and values given for balance. For something like this, an external program for generating module manager files might be an easier thing to make, though that's was still hard enough to give up when i tried.
  11. I sorta like the idea of that, but having enough tanks and engines that you have a good selection takes up too much ram. I say make a version where you can use all the parts in any configuration.
  12. I see no way to set the fuel fix for engines or change the fuel in non procedural part tanks, and i've reinstalled it twice now.
  13. How exactly do i cram different fuel into tanks or switch fuels for engines? I cant find a way to switch them or anything, am i just blind or is it a mod conflict or something?
  14. No configs? How does it manage that? I've tried to make that work, first wanting to do it in module manager, then writing a program to make configs for me. Ether way, this is awesome as the problem with Real Fuels because i always do this: 1 I'm bored of stock generic fuels, I'll install Real Fuels! 2 Yay realism! Wait, why doesn't that work right? No configs? Oh, i'll just use this engine- no, that doesn't have configs ether. 3 Rage uninstall! On a more serious note, how do you make configs for odd things, in my case a LATNR. Also, can you make it so thermal engines (NTRs, arcjets, tosterjets(my comical name for the resistojet) and anything else like that.) work with any fuel, with ISP and thrust being tied to fuel density. The Russians wanted to use ammonia or ammonia and alcohol as a fuel for a NTR powered ICBM, this never really got anywhere, but the ability to cram whatever fuel through them would be nice.
  15. Having looked through the files and not found any configs for the engines, what's the deal with that? Does it even need engine configs?
  16. Update about my deadly reentry problems, the RSS config rescales them all so all the ones for pods don't work.
  17. I like the spinnaker, i just think it should be given a bit more thrust (at least 40kn) seeing as the 48-7s has the same thrust, better isp, and is lighter. I say make the spinnaker more powerful so it's a better engine for first stages. Also, i mostly just think it looks like it needs more thrust. Look at it, it looks like a powerful first stage engine, i say give it 40 to 50kn so it's a better engine for first stages of .5 meter rockets, or at least good in clusters for bigger things. Edit: Also, all the .5 meter engines should be balanced against the 24-77 in clusters, 4 of them can fit in the footprint of a .5m tank, look mostly good, and have a thrust of 80kn, far more then any .5m engine and not bad for a 1m engine.
  18. Idea: Octagonal truss docking port, more or less just what it sounds like, a docking port for trusses like that, maybe cheaper and in earlier tech. More solar panels are always good, though kinda a pain to make. I'd like to see a stockalike em drive, it should have a twr better then an ion drive, but use way more power, so much so it's hard to use well. Other then that, balance the .5 meter engines better, ether buff the bigger one(s) or include a config to nerf the 48-7S to be on par with them, and not just like it is now.
  19. I had the same problem, it's tweakable everything, or at least it was for me.
  20. Yes, but you need configs for it, and then maybe to mess with it a bit more in game. It works about as well as anything with RSS. I recommend it over anything that uses the RO configs, as there are never enough of them for all the mods you want and it doesn't look as good.
  21. These are way better looking then the normal ones, does anyone have RSS configs for them?
  22. The kerbal in the top pod is fine, and lands safely when i don't get bored first. I was going to do something like that, and asking in this thread if anyone knows the values for it . Edit: I've now tested it with 4 heat shields stacked, the heat shields are worthless, someone please make and/or link me to configs for them.
  23. Overheating, and it's max temp is 1700. The weird thing is the heat shield burns up first, then the pod lower pod, and the upper pod makes it somehow, so i think it's more a balance thing, the round 1 man pod from hgr also can make it if it matters.
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