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chicknblender

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Everything posted by chicknblender

  1. Apparently somebody has already revived these curves for vacuum. Not my work and would be happy to give credit where it is due.
  2. I believe this is a bug: The Delta-V Stats for designs with drop tanks and fuel lines don't correctly separate the stats for before and after the tanks are empty. Example: MechJeb calculates the delta v for this rocket as if all the fuel will be burned in Stage 1 before the tanks are dropped, and therefore shows no delta v for Stage 0. Thank you to all of the MechJeb developers! You guys are incredible.
  3. Anybody want to resurrect this project with 1.0 parameters? I will buy you cookies.
  4. Launch 13: Humiliation! Launch 14: Equatorial Comsat Network Launch 15: Polar Comsat Network Animation of comsat network: http://www.gfycat.com/LikelyDelayedIbizanhound
  5. Can anybody give me a quick idea of how to land an unmanned probe back on Kerbin? I have a good comsat network around Kerbin, but when I undergo atmospheric reentry I either have to retract my antenna or have it get ripped off, both of which kill my connection.
  6. I appreciate the kind words, fellas. @acc: I am considering including some videos, but I am worried that the amount of time necessary for editing will slow me down too much. I can only dedicate at most 1-2 hours per day for KSP. But would you settle for some gifs here and there? @Fox62: You may want to see these next launches before you conclude that. Launch 8 Launch 9 Launch 10 Launch 11 Launch 12
  7. Oh man, Is KerbSocial a thing? Other than this project, the biggest things on my wishlist are mods that (a) simulate physical health (KeepFit comes close but seems like a dead project), and ( simulate mental health (e.g. being alone in space for 2 years ain't good for ya, and spending five years alone with Billy-Bobman might just lead to murderous intentions).
  8. Launch 3! - - - Updated - - - Launch 4! - - - Updated - - - Launch 5! - - - Updated - - - Launch 6! - - - Updated - - - Launch 7!
  9. My latest series of missions is an obsessive attempt to stay as close to realism as possible. The rules are: 1. No take-backs, no erasies. If it leaves the launch pad, it counts. The only exception is KSP crashing/glitching. 2. Maximum realism. Realism Overhaul and associated mods are mandatory. 3. In the name of realism, there are no 3rd-person camera views. Hullcams are used instead. In the rare instance that something literally can't be done from the cams, 3rd-person views are allowed -- but only briefly, and not to assist with piloting. Special thanks to RedAV8R, NathanKell, ferram4, and all those modders that are in some way involved with Realism Overhaul! - - - Updated - - - Launch 1!
  10. When I figure out how to do this, I'll probably make two different versions (a "light" version where the mass stays the same but the propellant is decreased, and a regular version for super-hardcore realism). And I'll do some more digging before I settle on the final numbers -- it's still just an idea at this point. Ideally -- and this is a big "if" since I don't know what I'm doing yet -- I would like to be a part of remodeling the Kerbals themselves to be like human astronauts for RO. But that's miles away from my current skill set, which is mostly limited to being a pretty good in-game player.
  11. The stock EVA Kerbal has 500+ m/s delta-v, about 20x more than the closest real-life equivalent, the MMU. Additionally, a Kerbal's mass is only 94 kg compared to 200 - 300 kg for a human in a spacesuit. This makes some pretty amazing things possible in the stock game, such as landing and returning to orbit on Minmus, or getting home from Gilly or even Eeloo with EVA propellant alone. I am beginning work on my first mod, which will be a tiny plugin with the goal of increasing a Kerbal's mass and decreasing his EVA propellant (and possibly thrust) to realistic levels. The rationale is that this will allow physically realistic command seat shenanigans in Realism Overhaul (or with any other mods as desired). I know this is a microscopic project in terms of most mods, but since it is my first, I am still learning where to start. Any advice or suggestions are appreciated!
  12. coldblade2000: The articles by Ferram in the FAQ address this much better than I could: https://github.com/NathanKell/RealSolarSystem/wiki/_pages TL;DR: Point up slightly to help keep from reaching apoapsis too quickly, and don't be afraid to circularize after apoapsis.
  13. I agree, docking works right in RO. It's not easy, but it's not impossible either. I use Mechjeb to keep the docking ports facing each other though, and that helps a lot.
  14. Technically it's "onion staging" I guess, since all outer tanks drain toward the inner tanks.
  15. Brilliant! The sheer scope of this mod is amazing; I have no idea how y'all keep up with it all. OK back to my Falcon Super-Duper Heavy.
  16. Are you saying that these engines are already compatible with RO? Because the first post in this thread says that these are "coming soon" and "NOT guaranteed to work at all." I tested the LazTek mod out and the stats basically look right, but I don't want to install a mod that might break some other aspect of RO.
  17. I just added this to the radial decouplers to create asparagus staging sans fuel lines! Neato.
  18. I second the excitement about the warp/ignition bug! Is there a problem with the size or of the Merlin engines? I have found numerous sources showing the diameter of the Falcon 9 rocket to be 3.66 m, but a procedural tank of that size is nowhere near large enough to fit 9 engines underneath. Even with parts clipping, it's pushing it. The real thing: In RO with parts clipped: I understand that this might just be a limitation of the current development process! Loving this mod, and until about a month ago I didn't love *any* mods.
  19. You just blew my mind. Edit: The mod will have to be known as Human Space Program after that.
  20. Awesome, thanks for fixing it! I am looking forward to some physically realistic shenanigans with extreme disregard for the value of human/kerbal life. BTW, have you considered rebalancing the mass of a Kerbal on EVA (currently 94 kg; should probably be 2-3 times that)? Or the jetpack, which currently has 500+ m/s capability (compared to I think about 25 m/s from the MMU).
  21. Ivan, you are correct. If you haven't already, you should add Procedural Parts. There is a procedural TAC tank that you can enlarge to the desired diameter if that works out better than putting things inside of a fairing. Edit: Procedural Parts, not Tanks.
  22. Well TIL about KrakensBane. You're going to make a modder out of me yet if I hang out here too much longer.
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