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Project Ares: Alternate Earth History in Real Solar System
Felbourn replied to Felbourn's topic in KSP1 Mission Reports
Cool, I'll check those out. I've been away so long that I don't know the good mods anymore. The idea I had back then was specific to then. Now that even more time has gone by, I have an even NEWER idea hehe. I don't want to spoil anything, and I could still change my mind, but this idea is loosely inspired by a Neal Stephenson novel I read several years ago. -
Project Ares: Alternate Earth History in Real Solar System
Felbourn replied to Felbourn's topic in KSP1 Mission Reports
Still alive. I started playing again, but I barely remember how! Don't know if I will start a new series. We'll see! All the movie sets and crafts for the old series are long gone, killed by many KSP revisions and mod changes over the years that has obsoleted them, but I have an idea for a new series. -
Have not checked the KSP forums in a long time; decided to see what's going on. This thread is still running! Amazing. Does @linuxgurugamer still frequent these boards? Calling you out of your coding dungeon... let's see if you're the next reply!
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While that's a true statement it was the collaboration video that did me in, if you were thinking a specific video might have "made me quit." Collaboration Station was a lot of work, but there were also frustrating events behind the scenes while trying to coordinate with everyone, and then despite it being a fully stock saved game I got a lot of hassle over using visual mods like clouds... so I needed a break and that turned into not going back because that's when I found Oxygen Not Included.
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This may be an unusual question. were you the felbourn that made a rack or platform for base building in ksp. it was quite a while back that i saw it and i used it a lot. would like to see it again in ksp.
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[1.12.x] NodeHelper - tool used to edit node positions
Felbourn replied to linuxgurugamer's topic in KSP1 Mod Releases
thanks -
Starslinger999 started following Felbourn
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I wrote this exact mod as part of my personal dev tools for making my own mods. I should have released it as a separate thing long ago. Glad you did! (For those still playing. I might come back to play again this year as well.)
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Hi guys. I'm not active in KSP anymore. I keep thinking I might go back, but I never seem to... and then I saw Shadowzone talk about how the game's stability has gone to hell, which makes me less likely to return. I used to push the boundaries of the game a lot, and if I can't do that and have fun then I'm not going to try. I also wanted to get RSS/RO going again but it wasn't working the last time I checked, so again another reason to not return just yet. BTW I always wanted to ask... what is a Kerbal Spherical?
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You need to know the dimensions of the part and the ratio of fuel to structure. That gives you the liters of solid fuel that it will contain by using (circle area) x (length) which you may recall is PI * radius^2 * height. A cubic meter is of course 1000 liters. For example, when I search that link, I see the SRB is 1m diam and 9m long. That's 7068 liters (pi * 9 * 0.5^2). The gross mass is listed as 8425 kg and dry as 1245 kg. That's 7180 kg of fuel. I'm not sure what fuel it uses but common ones are PBAN and HTPB. I used to pretend all my custom rockets used HTPB so I'll pretend it's that. There are various formulations of solid fuel (even of HTPB) but we need to pick one so I usually go with 1.77 kg per liter. I think that was the same value used by RealFuels too. Anyway, given that we can tell the SRB has about 4056 liters of fuel (7180 / 1.77). Seems like it's 57.4% fuel to volume (which seems low but I think I did the math right). Now convert real life version into KSP by scaling it down and changing to the KSP mass of solid fuel (unless you're using a different fuel). KSP solid fuel is heavy as I recall. But anyway from here is takes needing to know the size of your part. You'll need to finish the math.
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Yea, those were great, I wish that guy was still making videos! I'm a mix. I like realistic rockets, but I'm willing to stretch the bounds of what is realistic since it's a cartoony game too. I like recreating historical events in the game. I like modded parts that look beautiful. I like challenging missions, and I like adding mods that increase the difficulty.
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[1.6.1] NodeHelper - tool used to edit node positions
Felbourn replied to Felbourn's topic in KSP1 Mod Releases
Oh, forgot to post, the next day I compiled it and changed the download link of the OP. -
Alt-F12 lets you set Physics > Aero > Display Aero Data in Action Menus (to see "shielded: yes")
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Somehow I think I may have managed to get this working again for 1.4 so I have put a download link in the OP for a few adventurous players who may want to try it, and see if I did get it working for them too.