Kirondoll
Members-
Posts
65 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Kirondoll
-
I wrote an alternative Deadly reentry patch, with this one the reentry modules has the same heat shield of a Command Pod MK1. @PART[Tantares_Crew_1]{ @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[Tantares_Crew_A] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[spica_Crew_1] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE { name = AblativeShielding amount = 250 maxAmount = 250 } } @PART[Polaris_Heatshield_1] { @maxTemp = 1800 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 320 0 0 key = 3000 400 0 0 } dissipation { key = 300 0 0 0 key = 500 90 0 0 } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } }
- 21,913 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Updated Deadly Reentry Patch (for Polaris Heatshield) @PART[Tantares_Crew_1]{ @maxTemp = 2300 MODULE { name = ModuleHeatShield direction = 0, -1, 0 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle } } @PART[spica_Crew_1] { @maxTemp = 2300 MODULE { name = ModuleHeatShield direction = 0, -1, 0 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle } } @PART[Polaris_Heatshield_1] { @maxTemp = 1800 MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 320 0 0 key = 3000 400 0 0 } dissipation { key = 300 0 0 0 key = 500 90 0 0 } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } Heatshield value are the standard one used for a 2,5m heatshield enough for a interplanetary reentry.
- 21,913 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Hi Beale take a look to this gallery i think there is good material for you addon. http://www.spaceadventures.com/index.cfm?fuseaction=Lunar.View_Album&typeid=18FA2A9F-1125-AADA-EAE4EA8045EE8CAD&albumid=34522178-1125-AADA-EA38C619164F3534
-
I fixed the DRE patch @PART[Tantares_Crew_1]{ @maxTemp = 2300 MODULE { name = ModuleHeatShield direction = 0, -1, 0 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle } } @PART[spica_Crew_1] { @maxTemp = 2300 MODULE { name = ModuleHeatShield direction = 0, -1, 0 // underside of fuselage reflective = 0.25 // 25% of heat is ignored at correct angle } }
- 21,913 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Hi guys, I have a problem the Deadly Reentry patch isn't working i put it into DRE directory but the Tantares reentry module gets no thermal shield. Also I wanna show you my Tantares launcher system...
- 21,913 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
IMO to make a 1.875m tks the parts needed are few. A frontal cone with orbit engines (0.625 lower node) The AV reentry capsule (0.625 upper node , 1.875 lower node) TKS main body (a 1.875 cylinder) a 1.875 to 2.5 cone and a 2.5 to 1.25 cone to complete the ship and where attach the docking port.
- 21,913 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Maybe the solution are 1,875 parts. IMHO
- 21,913 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
SpaceX to reveal their manned DragonV2 capsule tonight
Kirondoll replied to Streetwind's topic in Science & Spaceflight
I think that Space X engineers know their work, I'm amazed about the people that think to be able to build a real space vehicle because they play KSP. -
I like your mod, the ball probe and the g probe are perfect and very usefull. I suggest you to break the ATV in 3 parts: a central part (3,75m) with the CPU , an upper part a 3,75 to 1,25 adapter maybe with a light and a lower part 3,75 to 2,5 as engine mount and cargo bay, this will make the ATV parts more flexible and usable in different projects. RU 1m and RU2m are very interesting but I think that they needs a better model they looks too flat now , maybe something like the 2,5 stock decupler.
-
This.. Fully working space shuttle , no engines under the tank , 2 solid fuel boosters , orbital engines and she glides too...
-
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Kirondoll replied to Porkjet's topic in KSP1 Mod Development
Hi Porkjet, Your new fuselage works fine, I made a Shuttle (works as the real one). just some suggestions IMHO think that the Mk2 set misses an inline shielded docking port and add an animation to Shock Cones Intakes that makes the cone slide forward when the intake is closed.