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Posts posted by CardBoardBoxProcessor
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For a second I thought that picture was a propane tank.
i have to agree with the propane tank problem. Youa re better off making them like the real bigelow parts and making the lines go the other direction. also, note the windows and other surface details.
http://www.bigelowaerospace.com/orbital-complex-construction.php
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I don\'t really like the idea of have several plugins. and I already have panels that do everything I want aside from animate. I dislike plugins for this reason lots of bi9ts and peices of what you want but no way to get one part to work with everything. so unless i can set 'animation = such and such ' for any part and it still function as it did but merely has animations now. I don;t think I will use it.
Thus why i think i would rather wait till squad adds animations OR r4m0n and Sakun get together and make all their stuff work together
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Yeah, going to unwrap and texture it now.
The 1m docking port is too big for general use, is it okay if I use the Kosmos one? Or even make my own and make an adapter to the Kosmos port for compatibility(hopefully docking ports will have identifiers to allow for different types in the future)
UUI is open for all to make adapters for it
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ah thanks god a Bigelow style station needs more detail.
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That looks an awful lot like the Apollo telescope mount.
You need to do skylab next.
that is my kosmos analog to skylab.
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haha neat Angara launched this.
Took some strapping down lol
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of course.Will the VASIMIR use propellant as well as electricity?
recon it will make a good bit of heat too and require radiators.
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i could not figure out how it worksBTW, are solar panels going to unfold correctly in the next release? There\'s a recently released plugin that could allow it.
but the solar panels will generate power which will be used by the Vasimr engine
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Gratuidous amounts of want.
That is seriously an awesome design.
well thanks but that is just one. you can make it look however you want many configurations.
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Mun Capable Angara Configuration.
Interstage ejecting.
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Is anyone else having trouble with the rocket bouncing around on the launchpad? I can only get a stable launch of the Angara about half the time.
put on four symmetry and attach the angara strut connectors from the tank tot he engine. This will give the engine a lot more structure and then it shouldn\'t do that as much. I attach every engine to the tanks with connectors. Makes rockets much more reliable and fly much straighter as the engines will not move on their joints.
as for the engines Yes. all engines will have shrouds. they are eject able but the user will be able to choose to not eject them simply by moving them to a different stage.
Also, in the next update engines will have sea level and vaccum thrusts. the RD-0124 is a considerably weak engine at sealevel because it has small chambers and large nozzles more suited for space. but it is well worth hauling to space because of it\'s low fuel use. but also the rd-191 gains more power the higher it gets. I think i have it set to 0once in 25% atmospheric pressure it will be at full power (which i have upped to 300 and reduced over all fuel use because of this)
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I used low res stuff. Won\'t show up IG. I extracted it into parts.
I looked into a part\'s folder, only found textures and mesh. No wonder.
IS it only a texture pack then, without functioning parts. MEaning I have to DL the full res texture parts too. =P
less drop box space wasted on our end sorry. it is a mere copy paste of 1 folder :/
and Normak can you steam me when one?
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Orion calculated acceleration rate was +30m/s per blast and a blast was possible every 30 seconds based off buffer cooling
of course it was a very large craft.
Just and FYI.
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Gonna use Angara and KWChallenger.
thanks
like the angara eh?
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RD-0124 (angara secound stage engine) first flight.
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they where not nervas (the ram jets) and data on them is pretty rare. I saw a show on them on the discovery channel long ago before it started to suck. or maybe it was the military change when we had it. And I am not 100% sure they flew lol.
ah here we go. Wiki has information on them now
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Nerva sort engines are older than Mercury. in fact the first nuclear rockets where simply nuclear ram jets developed for ICBMs before reliable long range rockets could be made.
as for matching engines to tanks. i suppose. By why use something else? Nerva is a good engine.
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Not really seeing how this makes it better. It just unrealistically restricts the engine to be unusable with anything but Kosmos tanks. If you normalize the fuel usage and fuel quantities, you should get functional equivalency.
The engine weighs X, provides Y thrust and spends Z tons of fuel per minute. The internal 'fuel units' aren\'t actually important, since they cancel out of the equation, no?
Is there a variable I\'m not seeing?
the KOSMOS fuel tanks actually have more fuel than normal per cubic meter and the engine is set to very low fuel. It is more to balance the tank parts than the engine.
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before someone made me do the russian stuff and I got going on KOSMOS this is what cbbpspc station parts would have looked like.
they look awesome. Might I recommend giving them an AO burn? it makes everything look crisper
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I have updated the Drop box with the new and refurbished items up to normak now.
I am out. yall take care
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if you all have noticed for rotation RCS modules are pathetically weak but their HNJKLI key actions are normal. so if you make them rotate quickly. they are over powered when simply moving.
note: only good for large RCS. or RCS you want that work well for rotation but not rendezvous. Not a good idea for small craft RCS.
However I have noticed a work around to keep rotation up to par with their actual thrust. If you move the model and such farther form the center point of the model the more torque the rcs has. basically imagine you take the rcs thrust and multiply it by the distance from the model origin. if it is 0.1m away from origin your thrust is only 1 tenth what it should be. but at 1 meter it is accurate. I noticed this with my RCS boom for KOSMOS. I just experimented with regular rcs and it works perfectly.
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For some reason, I find your TKS extremally unresponsive to any kind of turn. It\'s RCS is simply too weak, or not positioned well.
Could that be related to using MechJeb instead of SAS+ASAS set?
weak RCS is a problem with the game. for travel with H and N keys it is too powerful but for rotation it is pitiful. I think I might have a solution but I am not sure. I will have to test that today i suppos.
Edit: yes I will get a hot fix RCS out asap. I have fixed the problem
http://kerbalspaceprogram.com/forum/index.php?topic=8932.0
anyway. made the part I have been meaning to make this whole time. Packaging trusses. ejectable places to put your strut connectors on so they eject once in orbit. should keep your stations perfectly structurally solid during launch.
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Normak wanted the Angara I wanted the UR-700. So I made it able to do both UR-700 is super super heavy lift configuration. it is very stable if built right and better than my failcan carrier system by far.
Decided to launch this thing with it.
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If I already have MechJeb installed do I just replace it with the .dll from this pack?
overwrite the included with the one from mech jeb thread it is newer.
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
in KSP1 Mod Releases
Posted
hell I am sick. brain is shot.