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rennsport27
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About me
Rocketry Enthusiast
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
rennsport27 replied to Ven's topic in KSP1 Mod Development
Ven, thanks as always for diligently updating this excellent mod. Cheers! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
rennsport27 replied to KospY's topic in KSP1 Mod Releases
Are there any known mod incompatibilities for KIS? I'm having issues being able to place pieces on structures. I can pull them from inventories, but cannot place them on anything (the option comes up, and the part is green, but clicking does nothing). I can drop them successfully, but am then unable to pick the parts back up. If anyone else is having similar issues, I'd love to hear about it. Overall, thanks for the great mod! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
rennsport27 replied to Ven's topic in KSP1 Mod Development
Back to report a bug. Tried a re-entry after a Mun mission, the shielding did not heat up and did not lose any ablative material. There also seems to be an issue that caused it to slow down far too slowly, and even when returning from a 200km orbit (periapsis at 25k) it would hit the water at close to 1000 m/s. Anyone else having similar issues? -
So, since the engines will probably need re-balancing anyways, has anyone thought of good niches for the KW rocketry engines to fill? I've found that, while the LV-T engines work fine, they're a little underpowered at sea-level and not good for lifting a lot, so there is room for lifter engines there. It's been a while since I took any classes on the subject, but if I remember correctly, ISP scaling (as altitude changes) is heavily dependent on engine bell shape, making the ISP highest at the "design" altitude for the engine. So, would it make sense to have the multi-bell engines have peak ISP at sealevel, and have it drop from there? As far as I can tell, they're mostly there for getting big heavy things off the ground anyways.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
rennsport27 replied to Ven's topic in KSP1 Mod Development
Yeah, I like the intakes, and honestly like the heatshields (minus the fairing, which is quite ugly) from stock, and the rest I'm happy to let Ven's models overwrite. However, I suck at playing with the config files. If anyone figures out how to revert either of those, let me know. Thanks! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
rennsport27 replied to TaranisElsu's topic in KSP1 Mod Releases
Downloaded, and it seems to be working great so far. Thanks for the update! -
What's your "just one last mission" for 0.90?
rennsport27 replied to ShadowZone's topic in KSP1 Discussion
Landing and returning from Eve. I've been meaning to do it, and haven't gotten around to it yet. I'm sure I'll jump into the career in 1.0, so might as well do it now! -
I've taken so many photos since 0.23, and I need to organize them all. I'm estimating around 2000 or so, since I like to document all of my missions. Then, when I browse an old save, I can look into screenshots and see everything that I accomplished in that version/career save. Pretty cool to see the old stuff, and realize how much better you are at design than when you started.
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When do you begin your gravity turn?
rennsport27 replied to Brainlord Mesomorph's topic in KSP1 Discussion
I use FAR these days, so I generally aim to start tipping over at 1.5km, and slowly lean until I'm at a 45 degree angle by 20 km. Then I push it almost horizontal by 50-60 km depending on the rocket/target orbit. I doubt my method is the most efficient, but it mostly works and seems to make flying oddly shaped things doable as well. -
I stumbled across the demo last year, and was instantly hooked. Bought the full game two days later after my Mun landing. 0.23 had just come out a few days before, so that was my first version of the game.
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I've been playing with it this evening, I was able to explore all of Sarnus's moons without any issues, and landed something on Tekto (I have DR installed, and I had no heating issues). However, I did have the NaN-Kraken show up when I attempted to Hyperedit a craft there. So, it doesn't seem to pop-up all the time, but it seems there still is KER issues.
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I think Sarnus would look great with a red or yellow Aurora. I think it would complement the color scheme nicely, plus it would also fill out some more of the color spectrum that isn't really represented in the rest of Astronomer's visual pack. That being said, you can make them whatever color you want, because the planets are all just stunningly gorgeous. A really well-done mod.