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Everything posted by epicfacecanada
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1.7.3 Prop Part Help?!?
epicfacecanada replied to SpaceCowboy330's topic in KSP1 Gameplay Questions and Tutorials
that does work though I have found that binding RPM limit instead of torque to the main throttle works better as it will gives you finer lift control than just using the blade authority controls -
Deep Diver Challenge: 1.0.5 Edition!
epicfacecanada replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
I was so hopeful about under water bases;.; My Sub went to about 870 meters below sea level before it hit the ocean floor. It could've probably gone further If i can find a deeper spot out in the ocean but I haven't tested it further than that. -
Deep Diver Challenge: 1.0.5 Edition!
epicfacecanada replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
This is my First successful submarine in version 1.0.5 it is very basic and only uses one Weesley engine but is capable of goin up to ~45 m/s underwater. I'm Planning on making a submarine that capable of launching a rocket from it while underwater and possibly using the Klaw(aka Advanced Grabber Unit) to make an under water base. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
epicfacecanada replied to Ven's topic in KSP1 Mod Development
There appears to be the revamped canards as well as the Delta-Deluxe winglet has the animation for them reversed yet the wings aerodynamics behaves as if it wasn't reversed? Here are a few pictures of the Aeris 3A with the front winglets replaced with various canards to show you what I mean.(note the control Inputs in the corner) Normaly it should behaves like this. -
Here I present to you with the Kuran Orbiter and Launch System It is a Reusable Buran/Space Shuttle inspired craft which uses a winged orbiter along with one central and two radial liquid fuel booster which make up the launch vehicle. the orbiter and the central booster are both fully recoverable in stock but in order to recover the two radial boosters you will need to have a mod which will prevent it from being lost when it unloads from the game such as FMRS(Not a dependency if you don't mind losing the radial boosters). If flown well the Kuran is capable of reaching a circular 250 km orbit and returning while carrying 3 metric tons of payload. It has not been tested with a paylod heavier than 3 tons as that is as much mass I could reasonably fit inside the short cargo bay of the orbiter. It is also capable of flying completely unmanned Like the real life Buran.I advise that you to do your gravity turn in the craft towards the east as the is more landmass to the east which makes aborting a more viable option and presents more area for the boosters to land. Action Groups 1- Toggles maneuvering engine on the orbiter 2- Toggles cargo bay 0- lowers landing legs on the boosters Abort- Detaches the orbiter From the boosters and deactivates all of the engines Flight Instructions Launch 1. Activate SAS and stage. 2. Hold an upward attitude(It will have a tendency to pitch forward initially which is slightly stronger than the on board SAS). 3. At approx 5 km the radial booster will run out at which point you hit 0 and stage. 4. At 7-10 km depending on your payload you will begin a gravity turn by pitching it onto it's back. 5. once the desired apoapsis is reached or the central booster runs out you stage again which will separate the booster. 6. activate maneuvering engines on orbiter and circularize orbit. 7. switch back to central booster then stage it and deploy the landing legs 8. Wait for it to land and hope it landed on solid ground:) Returning very similar to landing most other space planes although do note that it is not the most maneuverable plane by any means. I would also recommend using Kerbal engineer or a similar mod in order to see your apoapsis in the fight view. some pics of the Kuran. Download I do plan on eventually make a larger version of this with the mk3 parts as well as a plane launched version and a mini version.
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[old thread] Trajectories : atmospheric predictions
epicfacecanada replied to Youen's topic in KSP1 Mod Releases
Does this mod work with rss? -
Procedural Airships development thread
epicfacecanada replied to RadarManFromTheMoon's topic in KSP1 Mod Development
are you planning on eventually making procedural submarines? -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
epicfacecanada replied to stupid_chris's topic in KSP1 Mod Releases
Thanks . -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
epicfacecanada replied to stupid_chris's topic in KSP1 Mod Releases
Yeah. There is a mod for these but it is outdated and the download isn't there anymore. -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
epicfacecanada replied to stupid_chris's topic in KSP1 Mod Releases
do you think you could add a radial separator to the SRP? -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
epicfacecanada replied to camlost's topic in KSP1 Mod Releases
But why is it that the mass of the aircraft goes so towards the rear of the air craft when the heli rotor is on top -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
epicfacecanada replied to camlost's topic in KSP1 Mod Releases
Why do the fire spitter helicopter rotors have there mass offset behind the rotor? -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
epicfacecanada replied to BahamutoD's topic in KSP1 Mod Development
do the followers throttle there engines to keep relative velocity? -
B9 S2 Cockpit Extended: 2 Rear Seats
epicfacecanada replied to K3-Chris's topic in KSP1 Mod Releases
try it now -
B9 S2 Cockpit Extended: 2 Rear Seats
epicfacecanada replied to K3-Chris's topic in KSP1 Mod Releases
I tried to EVA via the crew hatch menu but it crashed. here is the crash log https://docs.google.com/file/d/0Bx_nxCSNU7i3Vjc4dFZaYnNfWjA -
B9 S2 Cockpit Extended: 2 Rear Seats
epicfacecanada replied to K3-Chris's topic in KSP1 Mod Releases
I read the logs and it seems that I had active memory reduction installed and it is conflicting with it. can you pls fix this as soon as you can. -
B9 S2 Cockpit Extended: 2 Rear Seats
epicfacecanada replied to K3-Chris's topic in KSP1 Mod Releases
Same here and I also couldn't stage nor could I revert my flight. Btw i am using Ksp .23.5 with b9(obviously) and all the b9 23.5 patches. Is this not updated for .23.5 -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
kethane, KAS and the citylights/clouds mod work fine in my experience with them -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
I would be nice to have a tweakable with your guns to activate "control this" in the editor -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
Yes! That is sooner than I expected it to come -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
Thanks. I hope you can do this soon as I have to use an on screen keyboard to aim the turreted guns because I don't have the numpad on my lab top ( the arrow keys could work though) -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
Can you change the keybindings of the turreted guns -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
epicfacecanada replied to InfiniteDice's topic in KSP1 Mod Releases
But just think about minecraft. It's about mining and building yet lots of people add in things like nuclear reactors, magic wands, rockets, computers, etc. through mods