Search the Community
Showing results for tags 'kspie'.
I’ve been happily messing with KSP for several years now, regularly returning to start a grand new campaign with a slew of interesting mods. For one reason or another (real life, .exe instability, mod quirks) I’ve tended to hit a wall shortly after going interplanetary in previous attempts, but with the (relatively) recent arrival of the 64-bit client on Windows and a more mature crop of mods I’m gearing up to try once again. I intend keep a diary of sorts here, in part to motivate myself and in part to act as a sort of tutorial to others who are interested in playing with similar setups but a
I have been toying around with different long range rockets in the Interstellar mod, and i just cannot for the life of me find a comprehensive guide to the different types of fuels and how they interact with the engines. I have seen notated here and there in the forums that things like Hydrazine provide extra thrust? But i also see some places that Hydrogen is used often for first stages, and most engines have "higher base isp" for Hydrogen; yet, when i compare hydrogen to LiquidFuel for example, i come out with FAR less dv according to KER. Unfortunately, i cannot find a definiti
The X, Y, and Z series are Xperimental SSTOs. They are heavy, sometimes a little unstable with the older crafts, but they have a much more massive range and capacity than any other SSTO. THIS REQUIRES THE EXCELLENT KSPI- Extended mod by Freethinker (and its requirement, Tweakscale) And: Near Future spacecraft, Solar, and Construction. USI-LS and Konstruction also present (I'll try to edit it out later ;_;) Guide to the class: X: Fission powered. Early craft, requires maximum tech in fission reactors, heavy. Usually LKO transporters. Y: Fusion powered. Requires maximu