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Everything posted by lextacy
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
lextacy replied to Mihara's topic in KSP1 Mod Releases
how would I get ext1-10 camera views on an unmanned craft? I have a Delta IV heavy and mounted 2 JSI cameras but no way of seeing them? -
I hate going back to the beginning games menu to turn off the music. Has anyone been able to find a hotkey to shut it off?
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to clarify a bit, what I do for "brute force" is this 1. I use MJ's acent guidance timer that tells me to launch at a given time. Just tick the "launch to redezvous" button 2. I then launch manually getting into the targets orbit , lets say is 100km 3. As im climing to reach the potential Ap I watch 2 items, distance to target at closest, and distance to target. If these numbers keep decreasing, im doing something right. 4. Engine cutoff when poAp reaches 100km. I then look at the map and if things performed properly you will see 2 orange closest approach ticks being close to each other. 5. Then I fire up MJ and just do the "match vel at closest approach". This burn will happen at the Ap. This also doubles as the circularization burn to get into orbit. Thus the fuel savings I suspect im getting. 6. What cool about the Ap is your taget should be visible and should wizz by you. But dont freak out. Your match velocities burn will catch up to it. 7. Sometimes you need to make a few target +- burns afterwards to correct the inclination,radial sways , the dV for these would be the same as if you were going to use MJ for the entire mission. Ive had 3 successful redezvous with this approach. Its amazing it works and saves tons of time. But the fuel saving is still in debate
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Do you save fuel by doing a brute force rendezvous vs the mechjeb way ? The mechjeb seems to time consuming as you need to : 1. make a huge orbit 2. hohmanns transfer 3. match velocities at closest 4. "get closer" burns WIth brute force you just insert your orbit at same time as rendezvous by using a special algorithm that times when you should launch. Thats just 1 maneuver. But the big question is .....do we really save fuel?
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[WIP] US Probes - Old and New - Dev Thread
lextacy replied to raidernick's topic in KSP1 Mod Development
haha thats pretty daring and wicked, but Love the challege -
[WIP] US Probes - Old and New - Dev Thread
lextacy replied to raidernick's topic in KSP1 Mod Development
I love this probe pack ! anymore probes coming?! Hey I have a little issue with the Galilieo probe. IM not sure if this is by design, but the atmospheric probe is blocking the thrust of the orbiter. Im only able to use a rockets upper stage to break Jool orbit, seperate Galileo from upper stage, drop off the little probe, then use the orbiter to thrust back into orbit. -
[0.25] Astronomer's Visual Pack - Interstellar V2
lextacy replied to Astronomer's topic in KSP1 Mod Releases
im sorry Ielf tthe sarcasm tag out :/ you tend forget things when your gf breaks up with you :/ -
[0.25] Astronomer's Visual Pack - Interstellar V2
lextacy replied to Astronomer's topic in KSP1 Mod Releases
hahahaha! you fools who did a fresh KSP install and then installed this , no wonder why it doesnt work for you Everything works here as advertized ! Well I do have a question, where do I install the optional skybox folder called Bllue-Green-HD ? -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
lextacy replied to RoverDude's topic in KSP1 Mod Releases
saweet! Now I can do that V2 launch ive always wanted to do ! -
[0.25] Astronomer's Visual Pack - Interstellar V2
lextacy replied to Astronomer's topic in KSP1 Mod Releases
Tried the pack, looks good so far I havnt installed the skybox portion as Im not sure what skybox its editing. Is it a "space" skybox or Kerbin skybox replacement? -
[0.25] Astronomer's Visual Pack - Interstellar V2
lextacy replied to Astronomer's topic in KSP1 Mod Releases
will this new intersteller release interfere with EVE (environmental visual enhancements mod) ? Hell, does this mod even completely replace what EVE has? -
Ive seen where some vehicles such as the Delta II have 9 solid boosters, but only light 6 on the ground and then 3 more in the air at certian altitude. Can someone explain what purpose this serves?
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Im having the itchy moddy fingers all teh sudden and when I was making the appending video I got this crazy idea. Why not have a "real-like" contracts mod that lets you: Test your unmounted engines at a facility thats not KSC Drop test a new capsule including parachute tests, heatshield, and water splashdown tests LES tests on the ground Testing of fuel tanks 105% + load testing of main parts for structural integrity (example....using an unmanned rocket to over-push the engine limits, somehow letting the game squeeze out more kN of thrust in an engine) So we can have this a vote if this is something for demand by the community. I apologize if the built-in contract system or someone elses' contract mod has some of the same features. If thats the case I wont do this. VOTE! the inpiration came from my invention
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
lextacy replied to Starwaster's topic in KSP1 Mod Releases
I might download this soon, how does a heat shield work in this mod? Does it just add a heat shield "module" in the part file ?- 5,919 replies
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- reentry
- omgitsonfire
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no, sometimes sepatrons are a no-no for aesthetic reasons, For example you cant put sepetrons on a Sozuz. It wasnt designed to use them. Also some craft desigs dont allow such chunky sepetrons to be installed. Id rather rely on the radial manifolds. I dont want to edit 900 parts either. THere should be a global config somewhere , just need the knowlegable person to find it for me
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
lextacy replied to stupid_chris's topic in KSP1 Mod Releases
i love realchute! just tried it! good job on a great mod! Having a dual chute preset is boss sauce!! -
The Delta IV Orion Launch... RECORDING HERE! (Soon)
lextacy replied to ZooNamedGames's topic in Science & Spaceflight
"a golden spike has been driven" love it