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V1.8.1 You've likely heard of Project Orion - the incredibly metal spacecraft propulsion concept from the '60s that involved surfing on the wake of serial nuclear explosions - but Project Orion wasn't just the eponymous engine; it was an entire vehicle concept study to construct a fleet of Orion powered spacecraft variants to explore and utilize the local Solar System - Luna, Mars, even Jupiter or Saturn and their extensive moon systems. What this mod does is bring Project Orion to KSP. Parts List: -5m Orion Drive -5m Medusa Drive -2 Payload Spines, Short and Long -3 external Size1.5 Pulse Unit magazines -5 external LF/O & MonoProp tanks -5 radial resource containers -2 radial Cargo Bays -4 Payload Spine adapters, 1.25m ,2.5m, 3.75m, 5m -7 Structural adapters, 1.25m, 2.5m, 3.75m, &5m -1.875m Command Pod -1.875m Crew Can, Living Quarters, and Lab -5m Cargo Bays -5m Uranium ISRU Processor -1.875m Metal ISRU Smelter Pics Download -SpaceDock -GitHub This mod is licensed under a MIT license. Includes CRP as a dependency. Kottabos review (version 1.0) Usage Notes: * Strut your stuff! If you think you have enough struts, you don't. Orion produces impulses, rather than continuous thrust. Make sure your vessel can survive the rigors of launch. AutoStruts (enabled via toggling Advanced Tweakables in the settings menu)are highly recommended, as is the Rigid Attach toggle. Kerbal Joint Reinforcement continued is also recommended. * 0.05kt yield pulse units don't seem like much, but are included for a reason. Dense atmosphere like Kerbin ASL boosts the impulse from the pulse units, and higher yields may very well straight up destroy a lighter rocket on launch. * Nuclear Pulse Units are nukes. it is recommended to not operate an Orion drive near any launch pads, lunar bases or orbital stations you particularly like. Replacing the Launchpad at the KSC can get expensive. * At present, due to ModulePulseEngine being a bespoke engine module, stock (or mod) dV calcs and readouts don't grab the Orion Drive; Orion dV calcs can be found in the Orion part action Window in flight. * Bring lots of RCS. Orion Vessels can easily reach kiloton masses, and will take forever to come about on just SAS; 1.875m LF/O and MonoProp tanks that will fit on the sides of a payload Spine are included for this purpose. Changelog:
BowlerHatGuy3 posted a topic in Prelaunch KSP2 Suggestions & Development DiscussionWe already know that explosions have been revamped. They react to the fuel in the tank, atmosphere, pressure, surrounding objects ect. But how big do you think they are going to be? Do you think they’re going to be limited to the sizes from Kerbal 1, or do you think they’re going to be able to get bigger? How big? Are they going to be limited by traditional chemical explosions, or do you think other fuels could create larger explosions than others?
Random Ordinance Emporium! BDaC (Coming Soon!)
TheSealBrigade posted a topic in KSP1 Mod DevelopmentHello community! This is a dev thread for my upcoming BD Armory mod 'Random Ordinance Emporium.' This is my first mod that taps into the complexity that is 3d modeling and texturing. I am VERY new to this, so tips, tricks, and suggestions are VERY welcome! Below are some of the ideas I have for the first update coming later this February/March. Current Weapon Ideas. (NU = Next update) GR-12 Swarm Rocket: A tiny, short-range radar-guided missile that gets all its punching power from 'lethal impact velocities.' Meant to be launched 2-3 at a time. (NU) TTG-99 'Crackle' 50cal mounted gun: A compact 50cal surface mounted machine gun. Not very powerful, but great if you want to stay small. (NU) BAMO-05 'Jabberwocky' 30mm: A large, automatic 30mm cannon. Great for making sure things stay dead. Not a rotary cannon. DRO-02 'Thunderdrake' Missile: A large, medium-range radar-guided missile. It has a large warhead, but it travels relatively slow. Great for shooting down bombers.