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Everything posted by TrooperCooper
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[1.2] Real Solar System v12.0 Dec 8
TrooperCooper replied to NathanKell's topic in KSP1 Mod Releases
You could try Malah's Quick GoTo mod to change scene to the tracking station... http://forum.kerbalspaceprogram.com/index.php?/topic/85834-1045-malahs-quick-mods/ -
Admit it, its all fake CGI from some film studios! You actually havent been to the Mün at all!
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"Honey, I am pregnant!"
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Currently playing Realism Overhaul and RSS in career mode with realistic progression zero. Last time I tried RSS + RO I didnt know RP-0 was as polished as it seems now. So back then it was just sandbox mode for me. Now with a ballanced career mode I am having lots of fun. If you have not played RSS + RO yet, I can just recommend to try it out. At the beginning it feels a little bit like beeing a newbie again, figuring out how to get the first babysteps into orbit. Its greatly rewarding... and I can guarantee that every single launch feels at least 100% more pompous compared to stock. http://forum.kerbalspaceprogram.com/index.php?/topic/90151-105-realism-overhaul-v1072-dec-17/ http://forum.kerbalspaceprogram.com/index.php?/topic/50471-105-real-solar-system-v1041-nov-18/ http://forum.kerbalspaceprogram.com/index.php?/topic/93045-105-realistic-progression-zero-rp-0-lightweight-realismoverhaul-career-v041-dec-16/
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Best Career Overhaul (SETI UBM vs BTSM)
TrooperCooper replied to i_like_kerbals's topic in KSP1 Mods Discussions
If you want to go for maximized realism, I guess there is only one approach to it: http://forum.kerbalspaceprogram.com/index.php?/topic/90151-105-realism-overhaul-v1072-dec-17 combined with http://forum.kerbalspaceprogram.com/index.php?/topic/50471-105-real-solar-system-v1041-nov-18/ and http://forum.kerbalspaceprogram.com/index.php?/topic/93045-105-realistic-progression-zero-rp-0-lightweight-realismoverhaul-career-v041-dec-16/ -
With the next step of my Gemini program, I launched the Tartarus-Lifter from Kourou... Deploying the Agena docking-target vessel in low Earth orbit... Shortly afterwards, Terri and Danny arrived with their Gemini OS Ship and had their rendezvous with the training target... They executed the first docking maneuver in space and tested the connection strength with several orbit-changing maneuvers... In other news,... a Clipper class lifter launched into orbit... Hauling a surveyor class probe into space... The probe left the Earth behind... And entered orbit around the Moon. The lander probe was split off... And descended towards the surface... After the first successful unmanned Moon landing, it sent loads of scientific data back to Earth...
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Use the F1 - key. And look for screenshots in your KSP folder.
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Dawn at the Kourou space center in French Guayana... Ignition of the Pulsar lifter system with the upgraded Gemini OS Ship on its maiden flight strapped on top of it... 524 tons clearing the pad... Tony Woods and Nancy Rose enjoying their beginning gravity turn... Going supersonic... Two minutes after take off, at 80 km altitude... release of the emptied launch boosters... The center stage continues to push the two astronauts out of the atmosphere... Three minutes after take off, at 160 km altitude... seperation and ignition of the 2nd lifter stage... ...and removal of the launch escape system... Continuing to accelerate over the Atlantic... the shown suborbital probe is the signal from the first stages avionics and guidance package, falling back to the Earth... Six minutes after the launch, 280 km above the Atlantic... the apoapsis of more than 1,000 km (as reuired by a contract) has been burned out and the main engine cut off... After the circularization-burn east of Africa, the upper lifter stage is pulling back and the Gemini OS spaceship is released... Tony began with orbital science immediately... And then cleaned the windshields off dead flies from the launch... The crews mission lasted for more than ten days, achieving a new record-time for staying in space. Then they safely returned to the Earth surface... Next up, aside from some unmanned Moon impactor missions, strapped on top of a Tartarus-lifter the Agena target vessel is beeing prepared for future rendezvous and docking training missions...
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Currently in the Gemini stage of my RSS / RO career. After the first few flights with the new capsule and a first spacewalk, I designed an upgraded spaceship variant that comes with a service bay for scientific instruments and supplies. Since I was able to install PEM fuel cells as well, I got rid of some massive batteries. So despite the capabilities of the spacecraft to perform operations in low Earth orbit improved a lot, its weight increased only marginally (14.5 tons - still a lot more than the real Gemini crafts) and thus I was able to stick with the same lifter that I used before...
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Trying to get rid of boiloff here myself and I did the above. Still, boiloff remains, even though the ResourceHsps.cfg file has been deleted and I also cleared out my MM cache. On top of that, I also tried the old... ... thinking it might revert to the old system. But it didnt help either. Anyone know what to do? I really wish there was a "true" / "false" option for this in the settings cfg...
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You Will Not Go To Space Today - Post your fails here!
TrooperCooper replied to Mastodon's topic in KSP1 Discussion
Suffered my first full loss in my current RSS / RO / RP-0 career. Was about to send my first probe to the Moon which was ment to become a polar orbit scan sattelite. Here it is sitting on the launchpad at Kourou, French Guiana. If you look closely, you can already see the fatal design flaw that caused the catastrophy... Lift off... Yup... that puff of smoke at the up right launch-clamp is a stabilizer-fin colliding and beeing ripped off... The vessel cleared the pad (dont ask me how the other outer fin on the left didnt collide) and at first I thought I could keep the ascent under control and proceed with the mission... But as the streaming air pressure increased, the assimetry began to pull on the rocket... At last it flipped out of control... And was ripped apart by the aerodynamic stress... -
Finished production and orbital assembly of the Voyager II, an interplanetary exploration craft featuring 15,000 m/s dV, all the scientific equipment one can think of (including IR telescopes and even a super collider) and able to keep a crew of ten Kerbals alive for more than five (earth-) years. Right now it is equipped with a lander for Eeloo since that will be its first destination as soon as it is fueled up and the crew is ready...
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I used the metals that I produced on the Mun to build an even bigger megastructure in space... The new orbital Shipyard Mk II, still attached to its predecessor with the large Metal hauler at the bottom... The new Shipyard weights more than 3,000 tons empty and more than 12,000 tons when fully loaded. With four extraplanetary launchpads it offers enough flexibility for multiple simultaneous construction projects. The massive, 20 meters wide storage area can hold enough Rocket Parts to start creation of the Death Star next...
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I put more work into developing the logistical backbone around Kerbin... More resources were brought to the orbital shipyard... Then the construction of the gigantic all-in-one mining outpost for the Mun surface finished... A couple super-tankers launched from the KSC... To fuel up the travel stage of the base... Then it set course for its destination... Arrival over the Mun... Valentina headed to the Munar surface with a range-extended lander to find and mark a good mining spot that offers good resource concentrations as well as sufficiently flat ground to land the mining base... Once that had been done, the mining base descended and approached the marker flag... Landing it right on the spot... Though the landing went successfull, the landing legs proved to be improper to hold the massive unit, even though it was mostly empty at this stage. And thus the base slowly but steadly began to move. After it had "walked" uncontrolled more than 400 meters from its actual landing spot, it finally came to a stop. Thankfully it did not fall over or jump off the nearby cliff... Now that the autonomous mining complex was set up, another lifter launched from the KSC... Transporting an upgraded metal hauler into space... It headed for the Mun as soon as it reached orbit... And transported the first load of M³ (Mun-mined-metal) to Kerbins orbital shipyard... The resources were used to build a much bigger hauler in space... The giant metal hauler arriving at the Mun... The mining center filled this hauler up with precious metal as well, using its built-in UKS logistics Hub... Fully loaded weighting more than 2,500 tons, the hauler headed back to Kerbin to boost further orbital construction projects...
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Continued work on my Kerbin infrastructure: 2nd and last greenhouse section arriving at the Kerbin Orbital Shipyard... Facility structure complete... Design study for a future industry complex to be deployed on the Mun surface... Resource scanner sent to the Mun in preparation of upcoming mining OPs... UKS Training academy sent into LKO... Bill and a bunch of newbies sent to the academy with a new generation of CTVs... Conducting engineering excercises at the academy... After the training, the shipyard crew was moved over to the construction site... Bill himself headed back to the surface for future assignments... The shipyard produced an upgraded storage section for itself... It was docked up at the bottom node... To provide the shipyard with metal resources, a new freighter and lifter was designed, able to propel 370 tons into space... Lift off... Gravity turn... First seperation: releasing the auxilary launch boosters... Central section seperated, top stage igniting... Deploying the 370 tons freighter into LKO... Arrival at the shipyard... Moving into position at the bottom... Docking her up... Transfering raw metal to continue orbital production...
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Camera Gimbal Lock?
TrooperCooper replied to apLundell's topic in KSP1 Gameplay Questions and Tutorials
Or deactivate it in the settings menu. Its annoying, especially when you fiddle with a maneuver node with the precise node mod. -
Ugh, 2 years necro
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Ahoy! As the title says, I am looking for a specific mod, that does hide stuff that is normally still displayed after one hits F2. Writings like "warp x10" or "camera: free" etc. I know such a mod exists. I had it installed during my last career and it worked nicely to catch quick screenshots without screen clutter. Unfortunately I dont remember the name of it and cant find it anymore. Does anyone know which mod I am talking of?
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Crew return capsule with docking port?
TrooperCooper replied to WuphonsReach's topic in KSP1 Gameplay Questions and Tutorials
Put the docking port on top as you described and go with just two radial parachutes not blocking anything. The return-capsules are pretty strong and can easily survive a rougher landing. So two chutes on the sides should be good enough. I play with mods including FAR, but it should work in stock as well. If you play modded, there is an inline parachute module in the "real chutes" mod that can fit on top of the mk2 capsule and you can still put a docking port on top of that. -
KSP Interstellar Extended Continued Development Thread
TrooperCooper replied to FreeThinker's topic in KSP1 Mod Development
That fixed it. Thanks! -
KSP Interstellar Extended Continued Development Thread
TrooperCooper replied to FreeThinker's topic in KSP1 Mod Development
Same issue here. From what I can tell, all interstellar parts are gone due to that. I'm using a CKAN install though. Might not be related to the mod itself but to CKAN. *shrug* -
[1.3] Rusty Star Rockets v1.8 [20.7.2017]
TrooperCooper replied to GagaX's topic in KSP1 Mod Releases
Minmatar taking over Kerbin. Assemble the Maelstrom, rusty metal held together by duct tape! -
THE single most aggravating thing in KSP for me is...
TrooperCooper replied to wossname's topic in KSP1 Discussion
This bug, which makes docking larger vessels arround certain bodies a nightmare. Cant believe its still not fixed after such a long time its been arround.