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  1. The RQ-200 Widow Maker High altitude technology demonstrator [Block-1A] Download latest model here The RQ-200 Widow maker is the first of a long line of kerbal-less technology demonstrators. Taking several prototypes before reaching a final airframe design. Now upgraded to Block-1A. Development of the RQ-200 will be carried on in the pursuit of perfection. Several variants are planned and are currently being developed for release along with upgrades to the original version. The main variants will include and extended-range model, a high-altitude model, a high-speed model and a cruising model. Update log: (please check as new block upgrades come every few days) •The Widow Maker is a high altitude blended wing body design designed for high lift under all circumstances capable of reaching speeds above 1200 m/s at heights in excess of 30 000m •Stall speed is tested and is around 25 to 30 m/s remaining largely controllable throughout the speed range although loss of control can be observed at speeds below 40 m/s. The current Block-1 suffers from pretentious handling issues, largely but not restricted to extreme yaw sensitivity due to the lack of significant rudder surfaces. As a result flat spins can be observed through incorrect flying. Rolling either side will cause a pitching movement in the opposite direction of travel. In order to turn and avoid flat spins, a combination pitch, roll and yaw should be used. As always, a joystick is recommended. However in level flight the airframe is stable although SAS should not be turned off, it stays stable throughout the fuel range, from max. fuel to min. fuel. •There are two take off profiles, one of which considerably safer and easier than the other. Due to the sheer amount of crashes during testing, 2 sepratrons are staged on the nose to help lift the nose off the ground. •There are no special profiles for landing and landing this aircraft is considerably safer and easier than taking off. Beware that the aircraft decelerates EXTREMELY quickly when the engine is producing no thrust. It is recommended to stay above 60 m/s during final approach, flare and landing should be executed at 55 m/s, but never below 40 m/s. Gallery: Update: With Block-1A now available, Blocks-1B and -1C will be testbeds for Block-2. Block-1B should bring a boost in take off performance, the aim being to get rid of the separations and will be available in a few days. The aircraft is based upon these concept images of the secret reconnaissance drone RQ-180. The bigger brother of the RQ-170 Sentinel of which less than a dozen of photos exist. chomp chomp -Raptor
  2. I just hit 200 hours in ksp and I was wondering if there is a challenge/celebration I could do? , Just in case you need this info I have done a lot of missions to the mun and minmus and one to Duna and a rover on eve and i made a space station, but I know I can do better.
  3. So I'm starting to build outer planetary bases in KSP with a relatively decent computer. I find it weird because I've built lots of stations in orbit in the past and they've presented no problem to my computer with an average fps of around 30+ and these can be stations with over 200 parts. However, when I started landing modules of bases on other planets, once they've exceeded 50 parts, my computer experience extreme unplayable lag that can reach 3 to 4 fps which I find unreasonable given my PC specs and me launching rockets with over 100 parts with no issue. For example, this Europa base of mine can only be played at 4 fps when I'm within 300 meters to all of the modules. My PC specs are: Windows 10 Pro 64-bit, Intel Core i7 4790, 16.0GB Dual-Channel DDR3 & GTX 970. If anyone has had similar issues in the past and found a fix for the issue or even the cause of it would be really great, thanks.
  4. I’ve been having trouble with my interplanetary transfers that I’d been blaming on my own sloppy piloting. But this time it wasn’t me. Honest! Flight to Jool. Got my transfer window from AlexMoon, Found the departure angle, put my ship in an elliptical orbit (9000km x 100km) w/ Pe at the departure point. Plotted a perfect departure burn; intercept just at Ap, which was just at Acending Node (actually was plotted as collision w/ Jool) Ship has a low TWR, so it’s a 15 minute burn. Can’t start 8 minutes before the node, that too early, so I go 4 minutes early, and the burn is going to run 4 minutes late. Locked to node, the burn is nominal. At T+8:15, with 40m/s to go, I switch to map view and my AP is already way past Jool! I abort the burn, and plot a correction; It’s going to take a retrograde burn of 150 m/s just to get me back to my original course. What the kerb happened? It wasn’t me! Was the plotted node off by almost 200m/s? Is that possible? Did the nav system not properly calculate Oberth effect? What gives?
  5. Hi! I was hoping i could get some help. I updated from 1.2.1 to 1.2.2 and have noticed a fairly game breaking glitch within my install. I get really good 40 - 60 FPS below 200 ish parts, but as soon as i go over the FPS drops to 5 to 10. For seemingly no reason. Happens to all vehicles excedeing 200 parts and FPS doesnt drop any lower for craft that even have over 1000 parts. 0 - 200 parts = 40 -60 fps Greater than 200 parts = 5 - 10 fps. I really need some help with this please anyone. All my projects are craft over 200 parts. Before the update i would get no lower than 25 FPS on my biggest craft and now the lag is unbearable. I reinstalled, 4 times, completely erased everything from the steam cloud and reinstalled, reinstalled and launch OUTSIDE of steam, and completely deleted all of my projects i worked hours on off my computer. Nothing has helped. Is there a way to revert back to 1.2.1? My other computer is not subject to this problem though i cant exceed 200 parts purely because of the technical specs. There is no set part count where lag drops on that PC. FPS decreases normally with part count like every other computer in the world does, except my laptop. HELP PLEASE!!!!!!!!!!!
  6. After pre-release of the Mk2 parts, SCJ quickly pre-ordered them and threw(quite literally) together the SCJ-200! comes complete with 2 panther engines. other stuff: i know its 11:30 eastern time but i needed to put this out today because i go on summer vacation soon. and because i did that i had to rush a bit. im working on SCJ-300 and i have pictures of the original so it wont take long. The SCJ squad will be only using Panther and Whiplash engines for supersonicyness. EDIT PLEASE READ:because i cant edit the craft file now that its posted, remember to bring the delta wing back and bring the gear just behind the CoM. If you want it to fly like an f-16 fighter jet then you can add canards Download:https://kerbalx.com/Jeb12345/SCJ-200
  7. Yay! Outer Space got 200+ downloads! :D

  8. "Yes I am a pirate, 200 years to late.  The cannons don't thunder, there is nothing to plunder, I'm an over 40 victim of fate..."  Jimmy Buffet

  9. http:// The model is made in blender and im very new to modding, looking for help with textures
  10. I've FINALLY gotten to 200 rep!

    Thanks to @daniel l. for this achievement!

  11. Sure would be nice to be able to run KSP in native resolution (2560x1600) for my monitor. With the UI scaling option(s), things have gotten better. Setting those to 150% makes the game just painful for my 64-year-old eyes at native resolution instead of unplayable. Sure would be nice if the UI scaling could go to 200% instead of maxing out at 150. I've been running KSP at 1280x800, which seems like a throwback to days of yore. The 1.2 prerelease prompted me to check out resolution issues again. It seems sort of ok at 1920x1200 and 150% scaling, but I ought to get a lot sharper display running at native resolution. The folk with 4k monitors probably have it worse, but not much advantage to me in getting one of those. 2560x1600 on a 30" monitor is already "retina" quality for my retinas. :-(
  12. I figured I might as well post one of my designs that just happened while I was testing 1.2 early access (so no mods required). I wanted to build a rather huge spaceplane that can bring a station up in orbit... but of course that was not big enough! First I tried making several streches of mk3 bays but I could not quite get those designs go fast enough to make it into orbit. The result was one long mk3 bay for the main station parts and two bays for solar cell arrays etc. additional bits and pieces. Main specs: ~45 tons of payload to LKO 173 parts, 195 tons of weight with no cargo, 353k funds. A pic is more telling than many words, so here she is looking all pretty in orbit (gotta have moar lights!): Here are craft files if you want to try it out: Craft file for just the plane Same craft with the test load station bits visible on the screenshot above. The plane is not really fully optimized but it's already fairly easy to fly (well after some tries..). I like to set SAS on and caps lock the fine controls on. Stage to set off with the air breathing engines, there is not very much pitch authority but she is steady on the runway so I like to keep her straight until the end of the runway and then pitch up when the runway falls off. Try to keep building speed all the time to get the engines to the powerband, then start pitching up more, still maintaining some acceleration. I like to keep one rapier and one whiplash detail window open to follow the thrust, first point about 5 degrees pitch to build speed, once you see thrust build up fast pitch up a couple of degrees more, still maintaining acceleration and increasing thrust. Once the rapiers go well past 300 kN you should be able to start pitching up carefully. When the air-breating mode runs out of steam it's time to stage the poodle in (ISP is already good) and switch the rapiers to closed cycle. Once your time to Ap starts rising fast it's time to shut off the rapiers and let the poodle take you to orbit slowly, around 10 degrees pitch prograde will be sufficient to maintain the climb and build speed. Action groups are needed to control the engines: Hit 1 to switch the rapiers to closed cycle mode when you start losing so much thrust that you don't gain any more speed. Hit 2 when the whiplashes run out of power (closes also the intakes). hit 4 to toggle the rapiers off to use just the poodle for finalizing orbit / orbital maneuvres. 3 controls the cargo bay doors. I haven't really tweaked everything to be optimal, I'm sure this can be still improved fairly easily to get better performance and maybe cut some costs. The RCS may not be perfect since RCS balancer was not working with 1.2 when I built this, etc. The amount of liquid fuel / ox you need really depends on the ascent profile and payload.. experiment! A gradual descent deorbit should work, the huge hull means you can do effective aerobraking and lose some speed in the upper atmo, but avoid large pitch AOA in the atmosphere, if you flip it is game over..
  13. I've got 200 rep! Only 800 more to go!

    (Okay, who am I kidding? That'll take forever!)

  14. So I got bored with the way landing usually works: Using a transfer vehicle to the target planet/moon, land a lander, get back up and rendezvous and then continue on. It made me think: why not use just one craft to do it all? And why not make this craft rather spectacular? And also give it an interior, as I did with my Gigacruiser, the K-Star Supreme? Ladies and Gentlemen, I give you: The Stingray. Oh and some Ion Bikes as well, so that the Kerbals can get around on the surface EDIT: Here's the .craft file!
  15. Hi kerbonauts, I've made two liquid fuel tanks that can be used as a alternative for "oli barrel" Rockomax X200-32 and smaller Rockomax X200-16. New tanks can accommodate the same amount of liquid fuel and oxidizer as X200-32 and X200-16, but they are little longer for aesthetic purposes. I think they fit better with new ARM Nasa tanks than Rockomax ones. Textures are updated and looks better now: you can get the tanks here: https://www.dropbox.com/s/rdq50hb1wt3oi1x/mtanksv1.rar comments and suggestions are welcome, this is my very first part for KSP 04.18.2014: added small tank to replace Rockomax X200-8:
  16. Greetings! Tis' about time I did another one of these... Introduction: As with my previous grand tours, the goal of this grand tour is to land on every planet in the Kerbol system. However, this time I'm doing things a bit differently. Whereas in my previous grand tours, I just landed on a planet once and left; this time I'm going to explore each planet in more depth. I intend to visit all the easter eggs/points of interests in the game as well as revisit all the flags/debris from my previous grand tour, the Outer Wilds Mission. I'm also using a lot mods to make exploration less stressful and more interesting. Still running 0.25 as well since most of the mods haven't updated. I'll see about upgrading to 0.90 but there's not much in 0.90 that interests me. Here are the most significant part mods: Karbonite OKS/MSK B9_Aerospace KWRocketry NearFutureElectrical NearFutureSolar KAS ScanSAT ProceduralParts ProceduralFairings On top of this, I'm using a few mods to make things more difficult: FAR DRE Kerbal ISP Difficulty Scaler (With atmospheric ISP scaler) TAC Life Support And some mods to make things more Beautiful PlanetShine EVE KSP Renaissance Compilation In addition, I have modified a few parts to make things more interesting/reduce partcount. For instance, I have added a FissionGenerator module to the large B9 HX generator (Now it consumes uranium and needs very large radiators) and buffed its power generation. To balance this, I have also increased the power consumption of the B9 HX plasma engine so that it takes 3 HX generators to run 2 Hx engines at full throttle. I've also increased the length of the struts so that I can reinforce my large HX ship without making it a cobweb of struts. As hinted by the title, I'm taking 200 Kerbals with me and I'm providing ample living space for them (in form of the OKS habitation rings). I'm using the OKS greenhouses to supply life support for my Kerbals, and I have abut 100 days worth of back-up life support in case something goes wrong. Life support power is provided by two massive solar panels in the inner solar system (Kerbin, Eve, Moho), and 1, 3.75m Nuclear reactor in the outer solar system. The Vessels: --------------------------------------------------------------------------- The Observatorium: Description: As the main ship, The Observatorium needs to support ~200 kerbals, and have enough Delta V to complete transfers WITHOUT aerobraking. In other words, it needs to be HUGE. Stats: Mass (Kg): 6114 Tons Dry Mass (Kg): 2372 Tons Delta V (m/s): 5933 Part-Count: 422 Crew capacity: 268 --------------------------------------------------------------------------- As you can see, the main ship alone is quite hefty on the part-count. So, I've assembled a few low part-count, multi-purpose vessels to keep the lag down: GPL V6: Description: As with the GPLV1 and GPLV3 used on my previous grand tours, the GPL V6 does what it says on the tin: A general purpose lander for landing on anything except Eve. This time, however, the GPL is more general purpose than ever as it features: scanning equipment, Karbonite mining and refining equipment, a B9 SABRE engine that can be used in vacuum and in Laythe's atmosphere, a Karbonite engine for extra umph, wings, and a decent crew capacity of 26 kerbals (including the pilots) as well as two weeks of life support for them. Basically, this lander can go on exploring a planet (except Eve) and refueling itself for two weeks before it has to return to the main ship. On top of that, it has a really low part count. Only 65 parts! Because of this, I am taking two GPL V6's with me on my journey. Stats: Mass (Kg): 89.7 Tons Dry Mass (Kg): 38.4 Tons Delta V (m/s): 2952 Part-Count: 65 Crew capacity: 26 --------------------------------------------------------------------------- Amenthes Eve Lander: Description: The Amenthes Eve lander is by far the largest, and most difficult to design Eve lander I have ever built. With FAR and DRE, landing this sucker is no easy task as the rocket has to survive both a brutal reentry at 3 km/s and dynamic pressures of up to 400 Kpa. On top of that, it needs to be able to land on flat ground, or else it will topple over. To survive these hazards, Amenthes has a large 10 meter, 38 ton ablative heat shield and a "feathering crown" to keep it oriented. After it slows to below mach 1, a parachute deploys and the heat shield is jettisoned. At this point, all 5 main sails will ignite and slow the rocket to a "hopefully" gentle landing. The Amenthes carries 2 kerbals but it will not descend with them on-board. That part is handled by the next craft... Stats: Mass: 329.5 Tons Payload Mass: 3.936 Tons Delta V (m/s): 9787 Part-Count: 74 Crew capacity: 2 --------------------------------------------------------------------------- Eve Science Rover: Description: The Eve Science Rover is a winged rover hybrid designed to shuttle two Kerbals down to Eve's surface. It has enough life support for 1 month, which should give me plenty of time to rove around Eve before I need to return to the Amenthes. It features a small mono-propellent engine for the initial de-orbiting. Stats: Mass: 9 Tons Dry Mass: 8.7 Tons Delta V (m/s): 51 Part-Count: 25 Crew capacity: 4 --------------------------------------------------------------------------- Now, this stuff is great and all, but I need to get it into orbit before I can start! For that, I have the following vessels: Betelgeuse Overwhelming Large Wrocket (OWL): Description: This monster of rocket is for huge payloads that you can't be bothered to assemble in orbit. With 79 KW rocketry Century engines, it has almost 900 Mega-Newtons of thrust and can carry ~9000 tons to LKO. As you might imagine, this thing is capable of lifting Observatorium into orbit in one piece, fully fueled. At ~200 parts, it is fairly low on the part count, but it still creates a lot of lag when paired with Observatorium. Stats: Mass: 71510.6 Tons Part-Count: 181 Crew capacity: 0 --------------------------------------------------------------------------- Amenthes Launch Vehicle: Description: This rocket is a fairly run-of-the-mill launch vehicle. It is designed to get Amenthes Eve Lander into orbit, nothing else. Stats (with Amenthes Eve Lander): Mass (Kg): 3226.5 Part-Count: 131 Crew capacity: 0 --------------------------------------------------------------------------- Callisto Crew Transport: Description: Also a fairly standard rocket, but it has a very important role: Carry 200 Kerbals into orbit and provide 2 weeks of life support for them. Comes with a large launch tower for quickly transferring crew into the rocket. Stats: Mass (Kg): 1360 Tons Dry Mass (Kg): 350.4 Tons Part-Count: 141 Crew capacity: 200 --------------------------------------------------------------------------- Executing the mission: Rather than uploading an Imgur album, I have decided to upload my adventure to YouTube. I hope to show you the important events of the mission as well as tell you a little story along the way. Episode 1: This is the first episode in the series, and my first "machinima" of any kind... Literally, first time in a non-linear video editor, first time voice-acting, first time recording video, ect. So any feedback is greatly appreciated! Time stamps: 0:00 Intro 3:33 Launch of Observatorium 8:46 Launch of Amenthes 11:17 Takeoff of GPL1 and GPL2 16:04 Transition Dialog 19:21 Escape 22:00 Launch of Callisto Crew Transport Note: I intend to make this a series, but I will not be able to release videos like this for every episode. This video took a good two-three weeks to produce with my limited experience... Lets just say that I have a lot more respect for you cinematic makers out there. This stuff is hard and I am amazed how you guys pull it off...
  17. Probably the hardest replicas I've worked on, the 767 Family of jetliners! The Boeing 757-200: The 757 is the eldest and smallest predecessor in the family, being the largest narrow-body aircraft that Boeing has ever put into production. Before the dawn of the domestic suited wide-bodies (A330 and such), the B757 was good for medium-haul and domestic flights for both low-cost and higher-class airlines. It is no longer in production (boeing y u do dis T-T) but it's life continues with the airlines still operating the old aircraft. The Boeing 767-300: The more advanced sibling of the B757, the 767 was a widebody variant with a better range. It's avionics are similar to that of the 757, so they share a common type rating (meaning that pilots who operate the 757 can pilot the 767 without additional training.) Luckily for us, it is still being produced to this day. Download link - Boeing 767-300 The Boeing 777-300ER: The most advanced of the three models, boasting fly-by-wire systems and much more range, the Boeing 777 was a legendary aircraft, a huge advancement for Boeing. It's current legacy will continue on, as more and more versions are developed. (777-9X, anyone?) (And yes, the Mk3 Cockpit looks horrible on it. I know.. ) Download link - Boeing 777-300ER Thank you for viewing, and leave some rep and a comment if you liked it!
  18. The title is pretty much self explanatory. When you approach a vehicle, first there's the lag at 2.2-2.3 km because of the actual rendering which starts to happen at that distance. But ever since v0.9, even more serious lag happens at the 200 m barrier. If the total part count is considerable, it can even crash the whole game. I've noticed this immediately after the upgrade back then, but never reported it. So, what happens at 200 m and can I avoid it?
  19. I have some lag with <200 part station. I feel I was able to do 400 part stations with .90 64 bit install. Is it because of the 32 bit install that I'm having lag now, or is it my computer? AMD A10-5800K 8.00GB Dual-Channel DDR3 @ 666MHz MSI FM2-A85XA-G65 (MS-7793) 1023MB NVIDIA GeForce GTX 750 (EVGA) Windows 7 64 bit As far as mods, all I have are some NEAR part mods, SpaceY, Taurus HCV, Corvus, and the kerbal joint reinforcement mod.
  20. Hi there! Here's my version of a small-payload-ssto, the "Cargo-5-200". It's an Spaceplane capable of carrying a 5t payload + 2 Kerbonauts into an 200km circular orbit. Mods needed:http://www.curse.com/ksp-mods/kerbal/220221-mechjeb Feel free to criticise! craft-file: https://dl.dropboxusercontent.com/u/11698414/Cargo-5-200.zip Vessel-information: 49 parts 8,424 t (without payload) 34622 $ Action Groups: 1 - toggle Jet Engine 2 - toggle Rocket Engines 3 - toggle Intakes 4 - toggle Cargobay Doors !IMPORTANT! You have to achieve a 80km/40km orbit (80km Apoapsis and 40km Periapsis)with Jet only to accomplish a 200km circular orbit! If you want to fly it without payload, detach canards
  21. I solved this problem with smaller rockets by just using the T-45 engine, but with larger rockets, I can't seem to stop the rocket from just flipping over. What am I doing wrong? I thought maybe I was trying to gravity turn too fast but it happens even when I go straight up. My rocket is pretty simple it's just 3 stages. Is it just bad design? Thanks.
  22. I found this one called silent thunder models, but I don't want to spend all my cash on just one rocket. any suggestions?
  23. Now that my new PC is built, I could reliably test-fly my latest ship. I had anticipated many, many failed launches at this scale, but I surprised myself. Launch one - missing one fuel link. Went to VAB and added missing link. Launch two - detached stage 5 too soon. Blew up the whole ship at 45km because I'm stupid. Prematurely dropping boosters = runaway missiles... Launch three - Success! No change from launch two except a little less stupidity on my part. The Titan Thirteen (Named for being the thirteenth Titan, not just to sound cool) Though it definitely does sound cool. A one-launch super-heavy Fuel Station Ship, carrying 170,000 units of fuel to an altitude of 500,000M-and-change. Consists of only 203 parts, so if you can handle a 1,012-part launcher, you can get a fairly lag-free Fuel Depot into orbit for all your excessive fuel needs! I'll upload the craft file and generalized flight instructions if you want it. Here's a launch album.
  24. Featuring a stock rotating turret and Wheels I was fairly angry when my Mega-Truck was attacked with no means to defend itself. In these hard times giant trucks should have the right to self defense. So I have made something new. Download Version 2 here: https://www.dropbox.com/s/53sompn4gd5sdaq/AKV-201%20Missile%20Tank.craft?dl=0 Warning: Version 3 has many bugs right now and the wheels seem weaker. Use at your own risk. If you are not satisfied use version 2. Download Version 3 here: https://www.dropbox.com/s/sbahtg9gj8r8kow/AKV-202%20Missile%20Tank.craft?dl=0 It basically is controlled the same way as the old mega-truck. The second version though is reliant on Jet thrust. For Version 2 action-groups 9 and 0 toggle between forward and reverse thrust. To read more about the "Old Mega Truck" http://forum.kerbalspaceprogram.com/threads/109311-Jon-s-Mega-Truck-Mountain-Climber The firing system is pretty simple. Just aim the turret at the target and shoot. Hot-keys 1-4 fire each of the 4 missiles individually. Enjoy
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