Jump to content

Kartoffelkuchen

Members
  • Posts

    1,651
  • Joined

  • Last visited

Everything posted by Kartoffelkuchen

  1. I have some questions about this: Can I run this from my mobile or other devices where KSP is not installed on? Can I send commands to my ships even if KSP is not running? Do I get telemtry from my ship even if KSP isn't running? Otherwise, its really an awesome idea! Hope you'll continue development Rich!
  2. Yes, I had this issue with another replica which I used in realism overhaul too, when I loaded the craft file the same happened as you described it. It is probably because the craft file wants to load the "old, small" parts, but they are scaled bigger and many changes to the config were made, so the craft can't be loaded. You probably have to build it yourselve, that was what I made.
  3. This is what it looks like so far. Last tweaks to the configs were made, its not overpowered and not underpowered, it lifts a ~0.6t spacecraft to a mun transfer trajectorie, which is a good result, if you take the real performance of the Delta II and scale it down to 64%. It works perfectly with Raidernicks US Probes Pack, you can see I used his Dawn Spacecraft as Payload. Turntable is working with Infernal Robotics, I'll see if I can avoid to use it, raidernick told me that it's a little..buggy, I'll see what I can do there. However, the config stuff is finished, I only need to make the emessives and custom FX, but I'll wait with that until Yanfret finished texturing, to get it look as it should. And I need to push the last 3 fairings through Unity, currently there's just the 9.5m Fairing, which you can see on the images, ingame, but this will be easy. I'll continue working now on the Atlas V, while Yanfret is finishing the textures. I hope we can release it soon, you guys really waited a long time for it!
  4. Omyholymotherofgod...:0.0: That looks even more detailed than the real Saturn V!!! Aaand it's RSS compatible! You sir, you are genius. BTW, maybe editing the thread title to Saturn V or so? Nobody knows what you mean with SV )
  5. Beautiful! When can we expect a download? I really want my RSS install look better, you know?
  6. Are you even reading what it says under features? Great idea, this was missing in the game. I'll see how this will come along.
  7. But we have a reason. You don't mind licenses, we don't mind to say our opinion. It's great that you want to get something working again, but please don't ignore licenses or something like that.
  8. Hi, we won't be able to release Delta II this year, but at least I have the game config stuff done now, so it works pretty well with raidernick's US Probes. YANFRET is making some really nice textures, 1st stage is finished, but I don't know in how far this will change, so I won't put any pictures here. But it looks fantastic! Also, may I present you the Atlas V Centaur upper stage: I hope you like it!
  9. Whaaaat?! Oh man, I'm sitting there the whole evening creating complicated and silly formulas, and you come along with that --.-- Thanks guys!
  10. Hi, I have a similar question, but I didn't want to start another topic. WARNING: I'm bad in maths, but I want to do some calculations like this on my own. So, I want to calculate the Delta V for an upper stage which is in a circular 100km Orbit around Kerbin. It has: A rockomax poodle liquid engine (vac isp = 390) Mass is 12.5t, dry mass is 4.5t So, I started like this: 390*12.5t/4.5t=~1083m/s Because the Mass gets less, as more fuel is burned, I calculated the LF-Fuel consumption in vacuum by the following formula, which I taught myself, and which is working pretty well. Thrust/ISP (VAC)*9.16489=220/390*9.16498=~5.17 LF/s One unit LiquidFuel weighs 0.005t, to get the mass which is burned in a second I caclculated: 0.005*5.17=0.02585t/s So, 0.02585t are burned in one second. Now I take the complete fueled weight of the whole stage and calculate 12.5-0.02585=12.47415t Now to find out how much additional deltaV I get i made this: 390*12.47415/4.5=1081m/s 1083m/s-1081m/s=2m/s --> +2m/s every second And to now how long I can burn: 720/5.17=~139s 139s*2m/s=278m/s 278m/s+1083m/s=1361m/s full delta V Actually, I never achieve this in game, delta v and burn time is somewhat higher... :| Can someone tell me what I'm doing wrong?
  11. Haha this is funny! It is perfect to destroy rockets when something went wrong after launching to prevent the rocket from falling on cities or so in RSS.
  12. Try it out. Official nothing has been updated to 0.90, but as long as it doesn't require any plugins the possibility is high that everything works.
  13. You maybe can't use the Stock Contract System, but you can use the Scenario thing. It at least let you create some kind off missions, but I'm not sure how far you can go with it. Anyway, I'll keep an eye on this!
  14. That capsule looks pretty small..how many people should go inside?
  15. WOW that looks fantastic! Polycount doesn't matter in KSP, btw..
  16. Here you go, even if this is quiete outdated..http://forum.kerbalspaceprogram.com/threads/37274-United-Launch-Alliance
  17. Hey KartoffelKopf (another Kartoffel, yay! ), you can find the download link on the front page, but I linked it here again for you: http://www./download/f2f6ywszsehylud/CSS.ZIP I'm not sure if this is completely compatible with 0.90, check if there's a newer Firespitter version out.
  18. Yes, those different payload fairings are planned: Currently, I just have done the 9.5 and the 10L fairing, but making Fairings is actually not that hard. I can't wait to see the both mods here actually combined, I'm sure it will be fantastic!
  19. Hi raidernick, the Delta II rocket from my mod will be soon finished I think, and a lot of the probes you made were launched by a Delta II rocket, so I wouldn't mind about launchers.
  20. Yeah, more or less, I'm working on the Atlas V model, which should be finished easily, and YANFRET is working on the textures for the Delta II. I can't say anything about the Delta textures, because I haven't seen them yet, but he definetely does a great job, and I'm sure we'll be able to release Delta II this year. But I'm glad that there's some interest on this!
  21. Looks great! @Shryq: Don't worry about polycount, KSP doesn't mind high poly objects. The onliest things KSP doesn't like are big textures and many colliders.
  22. Where did raidernicks posts go? So, raidernick, if I was you I would concentrate on the Shuttle Payloads, not on patching the shuttle. Dragon01 might be off the forums, but he's still working on the shuttle, on a heavily improved version, and it wouldn't make sense to patch that old shuttle to get it somehow to work with 0.90. If you concentrate on the payloads and Dragon on the new shuttle, we will have a great shuttle pack with payloads at the end. That's better than spending your time with the old one. ~ Kartoffelkuchen
  23. In the part.cfg just replace the last thing at the end of the node definition with 1, 2, or 3. 3 is the biggest size, 0 the smallest. --> for example stock fuel tank looks like this: node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 TO make the node size bigger just replace the 1 at the end with a higher number (2 or 3)
×
×
  • Create New...