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StevenJ
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Everything posted by StevenJ
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Regex, I did exactly that, I was above 10k with a shallow aoa of about 10 with 12 rapiers TWR greater than 1.0 and it still wouldn't go faster than Mach 1. I'm pretty sure if I redesign the craft with all MKII parts it will work. I stand behind what I said, MKIII parts have way too much drag and that's the issue. I've flown SSTO planes with FAR, DRE, and 6.4 to orbit and back. I know all about proper ascent profile. Rocket, was your plane a MKIII fuselage system? I'm curious if you are having the same issue I am with MKIII parts and insane drag.
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http://kerbalx.com/Stevenj61/SP-101-Silversword I had created this craft in 1.0, flew it to space, and survived re-entry. Now it can't even break mach one on ascent because of the 'drag fixes'. I checked the drag parameters now in the debug menu and the MK3 cockpit had something like 80 to 100 drag at just below mach 1! Really squad? Everything else in the update seemed fine but now MK3 bodies are way too hard to use for SSTO planes when it worked just fine literately yesterday. I'll even link my twitch stream where I built it live and flew it just fine in 1.0, now with 1.01 it's a brick all MKIII parts! Even after removing the MKIII cockpit with a MKII it still could just barely break mach 1! I have KER installed, TWR was well over 1, close to 1.3 to 1.5 and now nothing, can barely break mach 1 because of these 'supposed' drag fixes. Please lower the ridiculously high drag values on the MKIII parts! It's like soup o' sphere all over again for these parts! I even added an extra pair of rapiers to the craft totally 12! Still couldn't go faster than mach 1 with TWR greater than one above 10k!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
StevenJ replied to TaranisElsu's topic in KSP1 Mod Releases
Yes i have used your munar greenhouse before and it's nice and simple. Though I have taken a liking to MKS OKs in .90 but I don't like the part heavy direction rover dude is going. I got enough mods I want to install lol. I think I'll take it a bit 'simpler' this time and just use your module. It's awesome. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
StevenJ replied to TaranisElsu's topic in KSP1 Mod Releases
TaranisElsu thanks a lot for considering it. As with TAC LS I want the ability to refill life support off world. Then all i will need is a simple greenhouse mod and full sustainable colonies with minimal mod foot print is possible with TAC LS -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
StevenJ replied to TaranisElsu's topic in KSP1 Mod Releases
TaranisElsu, I love TAC LS and have used it since I bought the game in 23.5. With the advent of stock drills, would you consider in TAC LS making a mod for the refinery so it can convert ore to water and oxygen to refill tac ls tanks if you have not already done so? Thanks -
In 23.5 I tried RSS 10x and felt intimidated by it. Then I started watching twitch and saw Kofeyh, and ShimmyTheJJ playing in RSS 6.4. After watching ShimmyTheJJ complete his Duna adventure, or just before, I installed it myself on a separate build. I can't go back to stock planet sizes! 10x is a bit too big for me because that requires a lot of re balancing of parts, real fuels etc. 6.4x Kerbin is a good middle ground that I find way more fun than stock. It's pretty much all I play now in 0.90
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You do a lot already with youtube Scott!
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[0.90 RSS Config] Jumbo5x (5 times rescale) v0.1
StevenJ replied to Whirligig Girl's topic in KSP1 Mod Releases
Gregrox, I'm glad I ran into you in ShimmyJJ's twitch stream and mentioned your mod. It's a lot more challenging and fun to launch things into orbit on 5x and it doesn't feel too challenging to reach orbit. I kind of wish there were multiple launch locations as some of the survey contracts make me fly oh half way around the globe but no big deal. I just don't want to do a five hour flight at mach 1.5 in my little survey air planes for contract fulfillment. I like a lot, even with the silly terrain line bugs etc. I did delete the mun and minmus obj files after I reread your thread but haven't tried it since then. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
StevenJ replied to ethernet's topic in KSP1 Mod Releases
Yeah I read through the part config on the experiment and there isn't one. A while ago I had downloaded a mod that added a simple plant growth part that was TAC compatible and grew food for TAC. I was able to write a code for a config file from it. I claim no credit for it as it is mostly the same thing just re written. -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
StevenJ replied to johnqevil's topic in KSP1 Mod Releases
I swear there used to be a mod just like this in .24 called Kerbal economy and it worked great except in .24 you couldn't fire the darn Kerbals if you hired too many! Now that you can a mod like this totally makes sense! I shall give it a go! -
Thanks a lot!
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
StevenJ replied to ethernet's topic in KSP1 Mod Releases
This question most likely has been answered but I couldn't find the answer to it in the first few pages of this thread. Does the plant growth module grow food as a resource for TAC Life support? I have had the mod installed for a while but have yet to have the chance to try any of the specialized modules in orbit. I do like the contracts the mod provides though along with the parts. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
StevenJ replied to ferram4's topic in KSP1 Mod Releases
Squad has bought out numerous mods already, the two latest being Fine Print and Space Plane Plus. I still can't understand why they just won't make FAR apart of the game along with Deadly Re-entry. For all the people who don't want it, just let them turn off aero dynamic failure and re-entry heating in the game menu options. Ferram, KIDS and FAR are the two best non parts mods I've ever played! I understand your argument and hopefully it doesn't come down to them making changes that causes the termination of your great work! IF anyone deserves to have their work included into stock it's you!- 14,073 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
StevenJ replied to nli2work's topic in KSP1 Mod Releases
Ah I thought of it but i'm a fan of "paint it black" Besides there have been planes that had black stripes or black main fuselage with grey wings etc. I have p-wings but some of them don't display right and have clipping problems. I do like them and Id id use P wings for my F-105 Thundercheif. The other reason is I like to challenge myself by only using prefabricated wing shapes. Thanks for your comments though. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
StevenJ replied to nli2work's topic in KSP1 Mod Releases
No problem, I appreciate the work you do and all other modders do as well. The F18 gear is from Infinite Dice Internal combustion mod. It's his naval rear landing gear. I modified the cfg file to increase it's size by about 50% -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
StevenJ replied to nli2work's topic in KSP1 Mod Releases
I happened across this mod on Kerbal stuff, and all though there are some minor things that need to be tweaked like adding braking noises to landing gear and allowing the main gears to be steerable, this mod completes what is missing in B9. B9 is great but the MK2 cockpits limit designs to wider body modern fighters like the F22 and offers no good MK1 cockpit. All though, and I think it was Stupid Chris who provided it, did resize the MKII B9 cockpit into a MKI and it works well but not for all designs. Your mod's rectangular fuselage system and radially attached cockpits make it far easier for me to design a much greater variety of fighters. So far I've made replicas of F-4, F-5, F-14, F-111, F-100, F-104, F-105, F-18, and I have others planned as well. The insides, with RPM enabled, look great and make me feel like I'm flying a fifties or sixties designed fighter jet and the newer bubble cockpits are just as great! Thanks again. Here are some screens for you. Album http://imgur.com/3nVjbCM,JHgjwmg,ofiqTIm,hclJw7E,Cvv5COI,YeKR4WE,OisIp4s,n9bg0PC,nwDfQqQ,122WV5M,XfKKSbn,gBu02In,ilrZT6O,jJKsZJM,ahhrulL,zuofEx0,vXTmB3W,IP6c8fs,RxwI2Ny,m31LTKy,vjTSvY2#18 -
All though FAR is not prefect it is really darn good. Stock aero dynamics feel like you are flying through soup rather than air! Also if you feel FAR makes it too easy to get to space, use Ferram's KIDS mod to change how ISP works which puts it back in balance. I do, haven't flown any rockets in a long time though. I mainly build replica US fighter jet aircraft. Though I intended to play through career mode again after .9 is released. Right now sandbox is providing me with enough fun.
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Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
StevenJ replied to BahamutoD's topic in KSP1 Mod Releases
That make sense BahamutoD i will try that thanks. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
StevenJ replied to BahamutoD's topic in KSP1 Mod Releases
I deleted the extra lines out of the cfg and it works fine. My CFG file for your part reads as the following There were some extra lines in there for lift values, I looked at the B9 MK II .... pit and saw no equivalent in there so I just removed them. Works fine now, I did have some really odd phantom forces before I did with the latest version of FAR. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
StevenJ replied to bac9's topic in KSP1 Mod Releases
I do like a lot. I did just to ask a small favor for the next version. Like how the space plane cargo bays are now reversable I was wondering if they could make a bomb bay version of the B9 MKII cargo bays where they open up from the bottom where the heat shield goes instead of from the top for those of us who want to make stealth fighters and bombers etc ! Don't get me wrong I do appreciate it that you gents re did all the connection nodes so they line up with the stock MKII space plane plus parts. The issue is the stock MKII parts don't have the hump in them anymore unlike the B9 MKII parts that have the little hump at the top. So it looks like it's miss aligned, even though it isn't, when I try to use the new stock cargo bay on a B9 MKII fuselage.- 4,460 replies