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Everything posted by Cepheus
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
I have found it easiest to clip the camera inside and have a 2m docking port on the node. Build your cargo on top of that circular node piece, and when you're done, pop it on top of the dock port. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Cepheus replied to Albert VDS's topic in KSP1 Mod Releases
Finally. I've been waiting for this for a bit. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
I've done some edits to the config for the stock struts (up the strength a few notches) and did a pretty good job of hiding them as well. Now, they're inbetween the SRB and ET, and are nigh impossible to see without clipping into the parts. And a quick-ish update on my end. I've done a pretty good job of thrust/mass scaling to 64%, and custom fuels are partially implemented now. So far only liquid hydrogen and LOX The densities of these are 64% of IRL, and the SSMEs produce 64% of real thrust. The ET has a volume 100% of true, but a mass and dimension only 64%. The SRBs are 64% of irl mass, thrust, and dimension. They have a thrust curve very similar to the real shuttle boosters, and those are fine. The last test launch I did was before I converted the fuel had a couple bugs, but those worked out after I disabled the SRB gimbal. It might be reenabled in the future, but no promises. The last test landing I did on the shuttle was before the mass rebalance, so I don't know how it is for atmospheric flight yet. There are new SRB launch clamps on the way. I haven't heard back from rocket2guns yet, so I'm still waiting for the non-.MU files. If push comes to shove, I've heard about a .mu converter, so I may have to look into that. Beyond that, it's finals time for me, so I'll be taking a break from this for a few weeks. Happy flying! -
What you want to do is take the integral from t0 to t1 (the "start" and "end" of the stage, respectively) of the absolute value of your thrust over your mass. A picture representing this is given. If you don't have the means to work this out yourself use wolfram alpha. Find how long your burn lasts for that stage, in seconds. Here, let's say it's 30 seconds. Tell wolfram
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Copenhagen suborbitals is using lox/alcohol (the oldest of all the fuel combinations) for their HEAT1600. If it works, and it's cheap, why not use it?
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For lack of better explanation, the well-trodden path is the easier one. Hydrogen is incredibly light, and requires massive fuel tanks.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
The low burn time was a consequence of not paying much attention to the boosters once they were running. The current version I'm working on has fixed that. -
That's looking pretty damned good.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
SAS conversion isn't a simple thing. The command SAS was no big deal, but since TSAS is working just fine, I'm leaning toward just letting it be. Since some people are having some issues with launch/landing, I made an overview video. It isn't by any means a tutorial, but this is just what I do when I fly. Take note of when I start the roll program, roll upright, and how I handle OMS-2 (circularization burn), where I set the landing autopilot to, and how I do the reentry interface. Eventually, I'd like to write a guide to all this, but it isn't a very high priority right now. The landing wasn't perfect, but hey- it was on the runway. Couple more minor changes, too. the booster decouplers and the ET decoupler now have 0 ejection force. Reduces some crazy torque. -
Don't allow execution of multiple KSP.exe
Cepheus replied to Starwaster's topic in KSP1 Suggestions & Development Discussion
I have successfully (and frequently) ran two copies of KSP at the same time. Don't ask me why, but I do it. It's likely that others do too. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
Hey folks, I've actually forgotten who was on the testing team, and I need 5-10 people here. Send me a PM, and I'll add you to the list. thanks. The ET has been rescaled, sere are some images. -
[0.21] [Alpha] [2013-09-08] Ketchup: DCPU-16 Programmable Computer
Cepheus replied to zengei's topic in KSP1 Mod Releases
This is really cool, ill have to check it out as soon as I get a chance. -
full patch notes
Cepheus replied to Thunderbird's topic in KSP1 Suggestions & Development Discussion
Here you are. -
[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Cepheus replied to Athlonic's topic in KSP1 Mod Releases
Great suggestion, i think. I'm also not too fond of the echo either...would be great if it were an optional bit. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
The problem you're having here is because of engine torque compensation. This plugin overrides the standard engine gimbal range, and thrusts in the proper direction is that the spacecraft doesn't torque itself into submission. Your craft isn't balanced in the same way that CSS is, so to keep it flying right, it's sending the engines to some crazy gimbal. -
Way back when I first started playing KSP in v0.8.5, there was no mechjeb- and when you were first starting out, getting into orbit was mostly hope-and-pray to see of you were going fast enough when you got to MECO1 for your apoapsis to be high enough (orbit maps were not introduced until 0.11), and that was monumentally harder than it is currently. Back in those days, I remember mission profiles becoming very routine, as well as massively laborsome. Sure, you got good at it, and you could eventually get into a 100x100 km orbit pretty reliably. And yeah, it was fun. But if you, say, wanted to launch a constellation of satellites (this is after 0.14, when they introduced saved flights), most people wouldn't really want to conduct 24 nearly identical launches, and many hoped for some sort of autopilot; just to make things a bit less laborsome. So now that we have all these fancy things, yes, I use mechjeb for the vast majority of my orbital launches (spaceplanes are an entirely different issue). Mechjeb is far more reliable and predictable than I can ever be, and hey, if it's good enough for NASA, ESA, and Roscosmos, it's good enough for me. However, on every clean install of KSP, there are 2 mission profiles that I always do... I launch to a 100km orbit without mechjeb or the map view, and I fly a mission to the moon, without mechJeb and without map view. Nostalgia, that.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
You need to have the toggleable ASAS plugin. It should be included. -
[0.22.X] BobCat ind. Historical spacecraft thread
Cepheus replied to BobCat's topic in KSP1 Mod Releases
If you only want soviet items, then only download the soviet pack. The american pack is separate. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
CSS is .21 compatible, but the robot arm is not. So, until romfarer fixes his plugin, the .craft file is broken. You can, however, put the parts together and still launch it just as well. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
Let it be known that the romfarer plugin is not functional in .21. It will cause some game-breaking bugs. Delete that, and see if the problems persist. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
Did .21 break it? I haven't had a chance to try it out yet. -
List of working mods working/not working for 0.21.1
Cepheus replied to sidfu's topic in KSP1 Mods Discussions
No problems so far with Component space shuttle. -
This thread is TWO YEARS OLD, man.