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Everything posted by Kartoffelkuchen
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[WIP][V 0.5.1] The Modular Booster System (3/11/2015) [0.90]
Kartoffelkuchen replied to Starwhip's topic in KSP1 Mod Releases
Why did you make a new resource (Booster fuel)? Why not just using SolidFuel? This would also fix your problem with fuelflow, since you can't transfer or move SolidFuel. -
Chaka Monkey - Closed Development Thread
Kartoffelkuchen replied to YANFRET's topic in KSP1 Mod Development
There's an Orion capsule, recently there was a Test flight of the capsule, and yes, a Delta IV Heavy does also exist: http://en.wikipedia.org/wiki/Delta_IV_Heavy This mod is mostly based on real components, but they were changed a bit for allowing it to fit with Stock KSP, and for more fun. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thanks for your interest guys! I've figured out how to render things in Blender, so here are some renders of what will come in version 3.1: Castor 4A New Star 48B model: Star 37FM: Also, you can expect the 10' Payload Fairings (10, 10C, 10L), the 8m Fairing, RS-27 engine (used on Delta 6000), GEM-46 and GEM-46 Air lit (used on Delta 792x Heavy version). And I've added some nice renders of the Delta 7920 on the front page The rocket performance changed now also, in the upcoming release we'll offer a "Standart"-version for use with Stock, which makes the rocket as big as they are in real life, which allows for players who want to use the rockets more for their own purposes, and not in such a realistic way, to transport up to 2.5m payloads with Delta II. The performance is also a bit better than the performance of real Delta II, the 7920 version can lift up to 7t to LKO instead of 5.1t, which makes it a better use. And then, we'll offer a Module Manager config file for Stock game players who want it a bit more realistic. This version is downscaled to go along with raidernick's US Probes package, and not only the size is smaller, also the performance is scaled to 64% of the real Delta, to fit with US Probes. A Delta II 7920 can launch now only 3.264t to LKO instead of 5.1t. And we'll also offer support for Smokescreen for more realistic FX and Engine ignitor. -
[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
Kartoffelkuchen replied to Niemand303's topic in KSP1 Mod Development
Whew, nice! A giant piece of work, though. I think I could offer the stuff for the expendable rocketry,and also stuff for Atlases, if you like. -
Cool raidernick! I'd suggest we should collobrate a bit, since US Rockets and Launchers Pack go in the same direction. It would make sense that I do the Thor stuff, because when we have Delta II family done for launchers pack (most of the things are ready) we can reuse many of those parts in Thor rockets, since they are based on each other. Also, since the Atlas V rocket is in texturing phase at the moment, we can also use many of those Atlas V parts in the older Atlas rockets (Atlas II, III and maybe even the very first Atlases). Would make sense, at least to me. If you concentrate more on the earlier launchers, and me on not so old ones, we could easily replicate the majority of US Rockets.
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[WIP] US Probes - Old and New - Dev Thread
Kartoffelkuchen replied to raidernick's topic in KSP1 Mod Development
raidernick , please fix your inbox;) -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yeah, use them if you want to, but it has *only* Atlas V Parts. Also, the quality, let's say it nice, may not be the best (At least from the side of the textures). I don't want to be bad to Baha, since I can't do good textures myself. And I like to do things myself, you know? And I think I'm getting better with every model I make (Just compare Falcon 1 with Delta II, or look at my posts where I show models of new stuff). -
ATLAS. is there a need in it despite of FASA????
Kartoffelkuchen replied to DennyTX's topic in KSP1 Mod Development
I would also like to see something happening in this direction. Looks very promising from your images Denny. And I don't want to promote my mod (please don't think that), but an Atlas V is in development/texturing. And from the parts wwe've made for Atlas V we can use many parts for Atlas III and II. So you can expect to havreat least Atlas V, III and II in the future. If Denny makes the older ones (Agena etc), we would have a complete Atlas family up in no time! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
@DarthVader: 1. You can sort the parts by agency, all parts have one agency set. 2. Hm, I'll look at that, and reupload the craft file if needed. For your suggestion: It's not planned to combine both packs, since GSA is actually only made of people from Germany, ok, I'm from Germany too, but YANFRET for example not. Also, GSA should be more a fun-to-play-with mod, based on real rockets, but adapted to go with Stock KSP. And since this is more a replica pack, I wouldn't combine both. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
It doesn't match Stock size because I've modelled it 1:1, because this pack is a replica pack and should be as first priority good to play with RSS. Modelling it 1:1 makes things easier, because you only have to scale down the size for normal KSP. And also, it should be compatible with US Probes, and they are also 64% of the real probe size. Many other mods are using the same scale, and this does so too. But I'm glad you like it! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kartoffelkuchen replied to erendrake's topic in KSP1 Mod Releases
Hi, i've got another question: How do I calculate the actual g-force on my rocket? @raath: Maybe try it with 1 instead of 100.0 ? Because when you want to throttle up the engine you also print 1. 1 is 100%, 0.75 = 75% etc. Try that. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Next up will be the Delta I. You can Have a look at the Delta family article in Wikipedia for more infos on it.. But first we'll finish delta II in all it's different versions, Fairings, Boosters etc. After we have done Delta I, we go forwatd to Delta III (here again: we can use many already existing parts), and then over to Delta IV family. Here we can use the upper stage from the Delta III, with some small modifications. You probably see already, we can do much part & texture sharing there, which really should lower the memory use, for that what you get. Also, not to forget the Atlas V, the model is almost finished already, and just needs to be textured. Oh, and also, Dragon01 will make a RSS/RO version for the rockets. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Alright, Version 3 has been released! Changelog Added Delta II (at least partly, more extensions for Delta II to come) Fixed Falcon 1 (Textures, configs, size) Thanks to YANFRET, who made the fantastic textures for the Delta II, and also to Dragon01, for supporting the development, and for offering many reference things while I was working on the models! And thanks to you guys for supporting me here! -
Oh wooow. I'm impressed! Even position lights on Service Module! But one suggestion maybe: Could you try to make the LEM "gold foil" texture a bit more realistic? It looks a bit flat...and painted, if you know what I mean. Something in the direction of FASA's LEM Texture would be awesome! I'm really looking forward to the IVA (s), will you also make oldstyle Raster Prop monittors as Flight computers?
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
@AppleDavidJeans: No, the rocket won't be a "giant" rocket, a 1.25m fuel tank fits barely inside the fairings. And with 9.5m Fairing is meant that the fairing is 9.5m high, have a look on some Delta II data sheets for more info. But I'll make all fairings ever flown on Delta II, but they won't be in the first release, as it would take much additional time to get them completely working. As for a release, I have now got everything working and almost ready for the release. I'll revise the booster decoupler, send the files over to Dragon01 for a last test and then...finally, after a whole bunch of time we'll have a release! :party: Here are some screenshots of the latest progress. The biggest job in the last days was to make the RS-27A seperate from the Tank, and work out the engine itself, because it was hidden in the tank before but Dragon said it would be better if it was seperate. Here are the images. Expect a release next week, probably around wednesday or so. Greetings, Kartoffelkuchen -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kartoffelkuchen replied to erendrake's topic in KSP1 Mod Releases
Thanks for your tips guys! I'll see how far I will get with it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kartoffelkuchen replied to erendrake's topic in KSP1 Mod Releases
Hi, I've a probably really easy question to you: I want that my little Grasshopper keeps an altitude, so that it floats over the surface.. But I don't know to program this. I tried to let it calculate the TWR, and then lock the Throttle somehow there where the TWR is exactly 1, but that didn't really work out. Any tips maybe? -
Chaka Monkey - Closed Development Thread
Kartoffelkuchen replied to YANFRET's topic in KSP1 Mod Development
He's just on Kerbal-holiday, he'll return soon enough. So don't worry guys:) -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Kartoffelkuchen replied to erendrake's topic in KSP1 Mod Releases
Hi, I'm working on a program for an automatic, engine powered landing for spend stages to recover them. Now, I ran into an issue: When the steering should be locked to the retrograde vector, the stage actually locks the steering to the Orbit-retrograde vector. And this is a big problem, because Kerbin rotates and because of Kerbin's rotation the orbit retrograde vector is always somewhere around the horizon, and the stage turns in that direction, fires up the engine, reduces the verticalspeed to about 2m/s (as planned) while the speed itself wents up to ~140m/s. I'm pretty sure I didn't ran into that problem in previous versions.. :/ Does anyone know what to do, or how I can avoid using retrograde/prograde? -
Originally Koroljow planned to use 24 engines on the first stage, but after he died the guy who carried the project on realized that 24 engines weren't enough, so he added 6 more engines in the center. So DECQ's N-1 is correct, when you take the original N-1 as reference. But it looks great DECQ! Keep it up!
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I think in about 20 minutes the 1st stage landed or not. We'll see...
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Have you made the right staging sequence? Sorry for that mad question, but check it again, just to makes sure...