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Dman979

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Everything posted by Dman979

  1. Mods- never mind. Chocto, it's good to have you. Comedy is gold.
  2. Actually, we need an astronaut right now. Do you think you could get port forwarding set up for that? Also, since @ZooNamedGames has returned to FD, I am back as booster.
  3. We added- CAPsule COMmunicator (which still needs to be confirmed) Electrical, Environmental, and COnsumables Manager Flight Activities Officer (new) was combined with Payload Operations Officer (old) Guidance, Navigation, and Control systems engineer ( @EladDv and @ILikeIke- writing code for the capsule orientation and launch profile.)
  4. release it. I haven't liked it because I'm still blown away by it.
  5. We need 40L of O2, and as much electric charge as you can pack in, and that's it. And if you are go for launch by that date, then you are go now.
  6. Whooo hoo! Would you say that the low FPS could be caused by executive overflows? And I will proof/enjoy this!
  7. We've waited since .90 for this, we can wait a little longer for a good video.
  8. @Cooboo, @the_pazter, @MysteriousSteve, @SpaceplaneAddict, @agent 902, @WellItExplodedAgain, @legoclone09, @nosirrbro-- see above.
  9. I have the 1, 2, and 5/10 tonne LVs from Joco223 here, too. All boosters are able to take their rated mass to a ~28o 180x180km orbit. https://mega.nz/#!ldNWXILR!XLau6AkeVXeibgCtHyCkGCNHQFEO7CGELfZv7ZyKXc0 (1 tonne) https://mega.nz/#!4cdFwSjS!XJnrgGeJ7j0lQdwum1fCT6MqulPVJcrci3GhcxRCrAY (2 tonne) https://mega.nz/#!JQ8nFDQZ!Deo2Sx5doevaBi76gOJACGgRv9LJAjfVATaeorueL2w (5/10 tonne) Not sure what mods you'd need, but you might need RT. @Joco223 might be able to help you.
  10. Yeah, that is fine. We just need you to have that by the first weekend in April. As FAO, you work with other members to develop crew checklists, mission timelines, and decide what experiments to run, if any. On the day of the event, you will need to have a copy of the checklists with you, and be able to help CAPCOM run through them with Astronaut. You will also let Mission Control know how well we are sticking to the timeline. And @Mad Rocket Scientist, those user guides are a thing of beauty.
  11. Yeah, see above. I guess it's the tyranny of the cheerleading equation. XD
  12. Alright, I'll send all the files for up to 10 tonnes to you with lead ballast in them. The abort procedure sounds good. I can get the files to you by lunchtime. We won't need boostback for any of our launchers- they're not designed for it.
  13. I don't think we were in contact regarding this, but I might be wrong, too. We have a few stock lifter designs that we're using- 1 tonne, 2 tonne, 5/10 tonne, 15 tonne, and so on. The target orbit for all of these launches is 200x200km. We can make the initial launch mass the same by adding ballast to the payload. Becuase this is a manned launch, we would need the capability to recover from an engine out failure, depending on the LV. This might be a lot to program the first time, so an automated abort sequence would work best for this mission. None of our LVs are capable of boostback to Launchpad capabilities.
  14. For this launch, it would be @ZooNamedGames, who is the Astronaut. However, if we could get a kOS script to launch the rocket (something that astronauts usually have little to no control over) that would be awesome! Other people have said that they're interested as well, but don't have KSP installed. If you would like to try your hand at it, let me know in a PM an I can send you the LV and capsule assembly once they're finished. Other things that might need a script are the retrofire burn and keeping the craft in the proper orientation to the horizon- both things that Zoo can do if he needs to, but would also work well with a code. As for checking the code, I imagine it's pretty simple- just open up an install of KSP and run the program, no need for other controllers. Right? Yes, I removed him.
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