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Everything posted by tjsnh
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Looking good! The only major thing we're missing (other than the booster, which isn't realistic to hope for considering how complex it was) are the long-fold-out landing legs.
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- totm march 2020
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Shameless plug - going to be streaming KSP tomorrow for most of the day, starting around 10am US/EST , jump on and check out all the creative things I do with the Tantares parts! I'll be picking up career mode late vostok - early zond/soyuz era and progressing as far as I can. (Quality streaming - good mic, green screen etc) https://www.twitch.tv/tjsnhgaming -- Update , ran into some technical difficulties with parachutes not working. Troubleshooting that so may miss the stream today, but I do broadcast a fair amount of KSP generally.
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Yes, it still has a service module. There is an engine in there for course corrections and re-entry alignment, but the mission profile was to shoot it on a free-return-trajectory so it wouldn't need a lot of fuel carried for the trip.
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The new Vostok SM doubling as a fairing base = A++ will buy again.
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- totm march 2020
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Is that vostok service module with the fairing up on github?!?!?!?!
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Feedback on the new vostok capsule : Re-entry is SIGNIFICANTLY less dangerous than with the old one. High five. If anyone is having trouble, just set your peri to 30km as a re-entry angle, works great for any aps below about 500km , you'll slow down with PLENTY of time to pop the 'chute
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I second this motion. As it stands now, I have to stick a fairing base between the vostok and the 2nd stage, and it comes out looking terrible. Having the battery pack also double as a fairing base would be amazing.
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I must say I much prefer your Vostok to the one in the expansion pack, though the only thing I think is lacking is the attachment arm that connects it to the service module. I've had some success cosmetically with using one of the Soyuz transmitter arms, but in career mode ('stock' or using my modpack) its generally not available low enough to get used in that way. If you're bored at some point, consider a restraining arm part. https://upload.wikimedia.org/wikipedia/commons/thumb/d/df/Vostok_spacecraft.jpg/1200px-Vostok_spacecraft.jpg
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Still works, I'm just way behind on updating my forum posts. :-)
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Yes please!!! I always have to throw some RCS nozzles up top between the LFR exhaust nozzles and it always comes out looking terrible lol
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- totm march 2020
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For my 10cents, reducing engine efficiency is the 'silver bullet' for balance. If a booster stack seems OP, make the engine(s) more thirsty.
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PERFECT!! This is going to fill an ENORMOUS hole in the 'chute parts lineup, thank you so much! Looking forward to the release :-)
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I suspect it folded up, its also possible (though less likely) that the dish folded down on the "back side" of the capsule or something.
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Similar, but slightly different. Likely based on some of the same modules. The LK-700 was supposed to have these odd folding legs which I haven't found a substitute for in KSP, but most of the other parts are workable.
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A - the way you setup the extended taper with that structural part = THANK YOU! B - the idea with the attachment node on top wasn't so much for a docking port, but more to mount a little transmitter like the actual LK-700 mock-up had: https://falsesteps.files.wordpress.com/2013/01/lk-700.jpg Even still, this will make for a pretty good LK-700 capsule stand-in - THANK YOU!
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The one on the right, the more pointy one. Preferably with an attachable mesh. Or even a small flat top or attachment point for an antenna (or whatever) which would be jettisoned when the chute pops.
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I took a look though gamedata but found nothing - anyone have any info on how to tweak the location (or number) of additional launch sites in 1.4+MH? Is this something handled in a config file that I just can't find, or will it need a DLL mod like the old KSCswitcher still?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Or just a way to load missions into career mode... it seems like a huge oversight that that isn't a default feature.- 5,206 replies
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Oh, by the way - the Tantares R-7 along with the new Vostok derived capsules from Making History resized to 0.75 their normal scale = EPIC. No kidding, the visuals on the latest round of revisions is your best work yet, by far.
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SUCCESS! I gave up trying to fine-tune the third stage, and instead took the first stage out behind the wood shed, took a nerf bat to both its kneecaps, and plugged a few nerf arrows into its spine. The end result is that the first stage burns out significantly faster, combined with a simple thurst nerf to the 2nd stage, and it puts the third stage into a good trajectory. With the following nerf, the proton can put a TKS into upper-lower/lower-middle kerbin orbit: @PART[ALV_3_Engine_1] { @mass = 3 } @PART[ALV_2_Engine_1] { @MODULE[ModuleEnginesFX] { @maxThrust = 850 } } @PART[ALV_1_Engine_1] { @MODULE[ModuleEnginesFX] { @maxThrust = 2000 @atmosphereCurve { @key = 0 185 @key = 1 140 } } }
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
tjsnh replied to sarbian's topic in KSP1 Mod Releases
Ignore this, I solved my own question but the forum won't let me delete this post. I had an extra } in my config file. -
Been a while since I posted - tuning my soviet conversion mod for the new expansion and updated versions of dependencies. A couple of observations. The visuals on the updated parts are, as always, absolutely amazing!!! The proton is still .. seriously .. overpowered. In its supplied stock configuration it can launch a TKS about 90% of the way to Jool. Even with seriously nerfed 1st and 2nd stages, it can still launch a TKS out near Dres. I can't figure out how to nerf the third stage effectively, just reducing the thrust isn't very effective unless its dropped down to like, 35-40, and the only other option is to dramatically increase the mass to like 7 tons which causes problems for the nerfed lower stages. Any insight as to how I might better balance the proton for stock KSP's solar system to get a TKS sized (weight) payload into medium kerbin orbit but no farther?
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Trying to ID an OSD mod that shows biome, Dv, etc
tjsnh replied to tjsnh's topic in KSP1 Mods Discussions
Looks like that might be it, thanks!!! -
Trying to ID an OSD mod that shows biome, Dv, etc
tjsnh replied to tjsnh's topic in KSP1 Mods Discussions
Googling KER readouts.