-
Posts
2,836 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by nli2work
-
You need fresh fuel, UF4 or ThF4 cannisters, either part of the craft, or a craft docked to the reactor. Once the reactor is cooled down completely, refuel as you would normally transfer fuel by Alt-Right Click between fuel cannisters and reactor part. Swap fuel by right clicking on the reactor and clicking appropriate button, make sure you have enough space to store old fuel, you can't mix UF4 and ThF4.
-
[1.0.2] TAC Self Destruct v1.5.1 [13May]
nli2work replied to TaranisElsu's topic in KSP1 Mod Releases
Thanks! that dll is what I was missing. Didn't see the "releases" link at the top. -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
nli2work replied to TaranisElsu's topic in KSP1 Mod Releases
spaceport is kaput. I grabbed this from github. Is there something I missed that adds the self desstruct functional "MODULE{ name = TacSelfDestruct}"? In the gamedata folder there're just 3 files, they add the part in KSP, but doesn't seem to respond to any right clicking or staging commands in VAB or Launchpad -
Got a ton of science on Dres
-
RLA_Stockalike mod has many excellent 0.625 sized parts.
-
Kerbal Dynamics: Operation Kessler
nli2work replied to ihtoit's topic in KSP1 Challenges & Mission ideas
woudln't need to launch 10 times. If the setup works 1 time, it'll work 10 times. -
sounds about right. ninjaripper pulls models from the game's data files. so you get a copy of all the parts in KSP. then you need to assemble it in another app as you would in VAB before sending it for printing. That could be a good thing... you get all the individual parts printed, and you can assemble ships on your desk with some superglue.
-
if you can manage to pull the mesh from the game, shapeways can print it.
-
Kerbal Warfare Challange
nli2work replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
gotta think bigger... -
Took a few shots at the Mun and Minmus
-
-
Intake Precooler should reduce engine overheating for B9 engines. to completely get rid of it you have to edit B9aero.cfg file from Interstellar mod, the mod adds ModuleSabreHeating mechanism to all jet engines. Editing the cfg file will only affect B9 engines and won't affect anything else in B9 or Interstellar.
-
Found a face on Kerbin
-
There's no way for this SSTO to get into orbit, is there?
nli2work replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Kerbal Engineer Redux. Information mod, without the automation parts like MechJeb -
Post Tanks/Ground Vehicles/Artillery/Derp/Bacon
nli2work replied to RocketTurtle's topic in KSP1 The Spacecraft Exchange
Still experimental. Lousy range with FAR. mediocre with stock aerodynamics. -
Reactors you build in new craft automatically upgrade to the latest tech you unlocked. Reactors on crafts in flight might need a Kerbal EVA "Retrofit". MW Network is fairly simple, launch a few Reactors into high orbit, ~200km. Connect 2 Generators on them and put on 8 or more large radiators, a folding transmitter. Basic UF4 Reactors are best for these, long life and generous power. upgrade 3.25m Angles will push close 10GW of power in orbit with upgraded Solid State Generators. You can do ground beam stations as well, but you lose quite a bit of power through the atmosphere, roughly 30% from sea level to low orbit. I place the relays out at the edge of kerbin SOI, ~65000km, to get coverage on Minmus and Mun. here's good info on Solar MW transmitters https://github.com/FractalUK/KSPInterstellar/wiki/Solar-power-satellites
-
Crazy mission setup how are you packing 20km+ dV into 57 tones with only 4 stock NERVAs, at 2+ TWR no less?
-
There's no way for this SSTO to get into orbit, is there?
nli2work replied to XOIIO's topic in KSP1 The Spacecraft Exchange
2 intakes per engine is more than enough to keep them from flame out before 30km. More intakes will add more weight and drag and won't help you much in gaining thrust. You are not getting enough lift at the highest speed you can go at a given altitude with your TWR. Even thought it's close to 3 to 1, that's good for vertical ascent, for horizontal acceleration is not good enough to get you enough orbital speed. -
There's no way for this SSTO to get into orbit, is there?
nli2work replied to XOIIO's topic in KSP1 The Spacecraft Exchange
You can try burning the NERVA from ~15km along with the turbojets. That might help you get enough speed to generate lift to gain altitude. Also run fuel lines from the side tanks to the center so the NERVA can draw from those tanks as well. Otherwise the NERVA only draws from center tank. I also recommend reconfiguring your wings this way for some extra lift surfaces. -
Started a Road Trip!