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MinorInconvenience

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Everything posted by MinorInconvenience

  1. This is my only successuly SSTO in 1.0.2. Can get 3 tons to orbit and come home (barely, but that is probably my fault as I am a bad pilot). Suggestions and commentary welcome. The craft file: https://www.dropbox.com/s/2c2gd1w7hc0jbnb/KR-72%20Kenture%20Star.craft?dl=0 [Version 2 is on page 2... much better...]
  2. Truly appreciated. You are a credit to the KSP community.
  3. Why can't this be used now? Is it a dV issue, a TWR issue, or a stability issue? I was really hoping to add some fins and see if I could get it into orbit later today... I have fond memories of this craft, as a beginner I used it to achieve my first mun landing. I learned a lot by examining how it was constructed.
  4. Actually, I think the Karman line is way higher now due to the atmosphere changes. See: http://forum.kerbalspaceprogram.com/threads/117038-Reverse-engineering-Jet-Engines-how-do-velCurve-and-atmCurve-work/page3
  5. Roverdude: Would you ever consider a deployable ring based upon the spaceplane plus fuselage for an interplanetary spaceplane?
  6. Yeah. Not that I don't love this (and all of your other work), but all of the regular B9 cockpits have external lights. Love to see yours do that as well.
  7. Not to look a gift horse in the mouth, but can we get a lighted cockpit too?
  8. I'm pretty sure this isn't a p-wings issue, but an issue with B9 cargobays. Happens to me with the S2 bays with FAR. I believe, according to Ferram, that it is a problem with the colliders in the cargo bay models.
  9. I hate to ask, as it makes me feel like a failure, but does anyone have any well-balanced AES craft files they are willing to share? I'm having a devil of a time trying to balance one.
  10. If it helps, I could have sworn that it had been fixed in one of the prior dev builds (#313 maybe)? I can check after work.
  11. I noticed a little bug in the dev version of MJ2 (#317 + the option FAR and Gimbal dlls). When using the B9 2.5m SABRE engine, MJ accurately computes the thrust and TWR in the VAB/SPH, but in flight it seems to only count one of the 4 nozzles (thus giving a few inaccurate readings). Is this a known bug or am I just doing something wrong? Thanks.
  12. I always though KSPI was more like "what if we put a real model of a reactor on a totally unrealistic spaceship piloted by little green men in a miniturized solar system with wonky gravity." As I'm only an amateur science geek, I find Wave's interpretation of KSPI to be far more accessible and a better fit with the stock game (with some tweaks, I'd imagine, as it is a work in progress).
  13. WaveFP: I just wanted to say I love what you've done and hope you keep up the good work and don't get discouraged by some of the comments I have seen on here. This is the "bestest" mod community (including you) I have ever seen.
  14. Oh, and I forgot to compliment you on a good job syncing the musical cues to the action on screen. So... good job! Understand completely. Although I guess I am hoping now that Porkjet's SP+ mod is going to become stock, that lighted cabins will too... (his cockpits and cabin have lights). Now off to try the beta (need to figure out KSPI, too, so it will take a while to get up and running...)
  15. The music is the theme from, appropriately-enough, the new Star Trek movies. /I've already watched it like 7 times. I can't get enough! //I think the cabin windows need to light up, tho. ///Still the only reason I am going to be downloading and installing KSPI soon.
  16. Wave: You are doing a great job. Can't wait to try your new experimental version with this! http://forum.kerbalspaceprogram.com/threads/89799-Nasa-IXS-Warp-ship-for-Interstellar?p=1369088&viewfull=1#post1369088 Keep up the great work.
  17. Very true. The modders here are without compare (they put the minecraft community to shame, and those guys are great!). But the closer I can get to just stock, the better (at least for me).
  18. Porkjet: Not that I expect you to be able to speak to this (given whatever the terms of your agreement with Squad are) but I loved that your manned parts had lighted windows. Will that feature survive "stockification"? And if so, does that mean we'll have lighted windows with stock parts??? (That would be awesome, btw.)
  19. OMG! This is so wonderful. You guys must release it soon. I can't stand the wait! /Keep up the great job. //You guys are amazing.
  20. How have I not seen this mod before? This looks like a wonderfully simple alternative to the too-complicated life support mods out there. Great job!
  21. This looks so amazing, I cannot wait. You are doing a fantastic job with this. I have one comment/question/suggestion. This is going to require KSP Interstellar (obviously) and the main proplusions systems will be the alcubierre drive and a quantum vacuum plasma thruster, both reactionless drives. Wouldn't it also make sense to have a reactionless (qvp thruster-based, I'd imagine) RCS system? Is there any plan for that? (Or does KSPI already have that somewhere?) Also, I thought the little fore + aft prongs between the upper and lower trustess (on the original concept images) looked like RCS nozzles--Will this have integrated RCS, maybe?
  22. This is amazing news. Congratulations Porkjet! And one less mod I'll have to worry about getting updated for new versions now... Also nice how it demonstrates Squad's keen eye for quality.
  23. Guess I'm going to have to get KSP Interstellar now. This is awesome/amazing/incredible!!!
  24. I saw this and immediately had to login to tell you I love you. I have been wanting something like this for the longest time. Going to try it out now! Thanks!
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