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Everything posted by Xenro66
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I still haven't seen any eclipse other than Kerbin eclipsing my craft while in orbit..
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Xenro66 replied to K.Yeon's topic in KSP1 Mod Releases
These parts look so cool! Especially the engine and the JSL cockpit. I can't wait till jet engines are implemented! Also, the engine noise sounds so epic and futuristic. I really look forward for the next iterations of this mod. Oh before I go, can I ask if you're going to add SAS units to all the fuselage sizes and also some big-ass batteries would be greatly appreciated too :3 -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Xenro66 replied to RoverDude's topic in KSP1 Mod Releases
Finally, a warp drive that actually works like a proper alcubierre drive. Thank you, this will get MUUUUUUUUUUUUUUCH use. -
[HOCgaming] "Flying Blind" Footage Submissions Thread!
Xenro66 replied to HOC's topic in KSP Fan Works
I quite want to do this but the best I can do is upscaling from 720p to 1080p. I can play on max settings just fine and maintain a decent framerate, but a 1080p window won't fit on my 720p screen xD I don't know if I even want to bother. It's a lot of effort for an extremely slim chance of actually being picked. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Xenro66 replied to ferram4's topic in KSP1 Mod Releases
Reporting a problem. NEAR is disabling the SP+ control surfaces completely. They're just inert and won't move. I'm fairly certain that it is infact NEAR that's causing this. I reinstalled KSP, tried it without any mods, control surfaces worked. added a batch of mods (not including NEAR), they still worked. Removed that batch and put another batch in (of 5) WITH NEAR, they stopped working. I removed NEAR and they began working again. So I think that's enough evidence. I am not sure what is going on, I'm currently re-downloading this mod and trying it again. Will report back if the situation changes. - Xenro66 -
Atmospheric Plane "VTOL Paradise" created with stock parts from 0.25
Xenro66 replied to Xenro66's topic in KSP Fan Works
Thanks!! Yes, airbrakes would've been fewkin handy. I'm just waiting for B9 5.2 to actually be compatible with KSP 0.25 If you still want the craft, I just put it on DropBox (shortened link) http://bit.ly/1CDZ98A Be aware that the wings are balanced with FAR. It might work with NEAR, I'm not sure. Anyway, have fun -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Xenro66 replied to qfeys's topic in KSP1 Mod Releases
This is a bleedin' godsend my friend! When I saw the screenshot with all those engines literally SPAMMED on the side and it was flying.. I just had to download it. Good job -
This guide is made more for the beginners or people who haven't used the techniques demonstrated in this video So you made a rocket and you can't get to orbit because you're running out of fuel. This is probably because you aren't using an efficient technique. When I first started the game, I used to just strap on those big SRBs and it would never work. Especially when I used FAR because it kept disintegrating my rockets (DAMN YOU FFFAAAAARRRR). Anyway, I hope you like this video. I seem to be leaning more towards tutorials and more simple videos. Do you think my videos need to be more... Exciting? Do I need to up my gain and make super crazy rockets? As always, thanks for watching (if you did). If you have any feedback, please say it so I can reflect those opinions upon my video
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[1.6] Davon Throttle Control systems mod [v088]
Xenro66 replied to PrivateFlip's topic in KSP1 Mod Releases
Hmm looks very promising. Just downloaded it now to test with v0.25. Will post back if it works -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Xenro66 replied to ferram4's topic in KSP1 Mod Releases
Will do. To be honest, I was reaching breaking point, nothing was working, not even the simplest of planes could get out of that "minor stalling" thing. At mach 2, it would instantly bleed off at least 300m/s (at 15km), cause me to pitch way up (even though my CoL is behind the DCoM) and disintegrate. If I can't get that to work either, then it's back to the awful stock aerodynamics for me! ._.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Xenro66 replied to ferram4's topic in KSP1 Mod Releases
Great mod but I'm having some troubles here. Before the patch, my planes could easily angle at LEAST 20° away from the prograde marker in any direction without even coming up with "Minor Stalling". IT would say "High AoA" just before I stall which seems about right. But after this update, NONE of my planes have been flying well. 1) I have a large plane with loads of wings surface in a delta fashion. This should create tonnes of lift but it isn't. I require ludicrous speeds to generate any sort of feasible lift. Yes, the plane is heavy but the takeoff speed is 150m/s. Doesn't seem right. 2) As I was saying before, with the 20° off prograde? Yeah I can't do that anymore either. 5° MAXIMUM is what I can do. That same large plane I had can't stray more than maybe 2° away from the prograde marker before I get a "Minor Stall" warning and start to lose lift. Can anyone explain this to me please? Is it an error in my design, a bug in KSP or bug in FAR itself? I really would appreciate the help because at the moment, I can only really make VTOLs and Rockets. Also, cargo bays aren't shielding any parts. I think lots of people know this now, just letting you know. Thanks in advance- 14,073 replies
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So, this skill has been very important to me to get off of planets and moons with a station in orbit. Why? It could provide fuel, a safe haven for Kerbals, or even serve as a pit-stop. In the video below, I will show you one of the few techniques that you can use to dock with a space-station that is currently in orbit. This is more directed towards people that struggle to rendezvous with orbiting crafts (while landed) and for those who struggle to dock too. It's not a full in-depth guide, just to give you the gist of what to do. If a full on tutorial is required, I will do it if necessary Enjoy your new found skill! If you have any feedback on what I should've done or if I can help you further, don't be afraid to ask. I will give you any information you need (to the best of my personal knowledge), all for my fellow kerbonauts
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I wish I could create epic, super useful plugins like this. I would help literally any and every mod developer that's having compatibility issues. Either way, I'm still seriously grateful you made this. I CANNOT survive interplanetary transfers without this. Even going to Eve was long as hell..
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I hope I'm not over-posting, if I am, just let me know and I'll stop posting for a while So after watching one of Scott Manley's new videos. more specifically, the one about VTOL planes, I thought it'd be fun to make a decent VTOL plane out of the new stock parts. Honestly, it turned out way better than expected. It is extremely balanced, has FOUR reaction wheels to overcome any offset thrust and it flies fairly well horizontally too. Only thing that is missing is air-brakes. They'd be sooooo handy. The vertical engines are 2 Basic Jet Engines and the forward flight engines are 3 Turbofan Jet Engines. Maybe I should adapt it into a SSTO? It'd inhibit the VTOL function a lot though :/. Maybe I can adapt it into a cargo plane? Hmm I'd need to swap out a lot of parts for Mk2 fuselage and cargo bay Anyway, I'm rambling way too much. I hope you enjoy! Let me know what you think by leaving some feedback? If you want the craft file, tell me and I'll throw it up onto MediaFire. Be aware that you might need FAR for the forward flight to be balanced.
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Link has now been updated. Thanks.
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Squad, I can't thank you enough for releasing 0.25 right when I get a new PC . Now that I have created more than one KSP 0.25 video, I can actually start to compile them into one thread. Soooo here they are! Just a note, the latest video is not included in the spoiler-list. Enjoy! Quick Channel Update SSTO SpacePlane in KSP 0.25 Using the New Parts TimeLapse build of my new crew plane named "SSTO CrewCabin"
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Just waiting on FAR to catch up to this update. I still don't like stock aerodynamics, with or without new spaceplane parts xD
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Building the VAB in Minecraft, in 1:1 Scale
Xenro66 replied to FleetAdmiralJ's topic in KSP Fan Works
Wow that's freaking amazing! -
Very good mod. It's definitely not OP. Why? It's because it requires 4000 electric charge for ONE jump, the actual drive and beacon nodes are MASSIVE and you can't jump from the pad unless the drive is on the bottom because as it builds Jump Charge, it get seeeeeeriously heavy. I'm talking about kilotones and it will instantly crush your ship. But yeah this is a cool mod. Can I post a suggestion though? I noticed there were rings inside the drive... It reminded me of Contact (1997) . Anyway, have them spin much faster and include a sound effect of electrical build up or some sort of "wubwubwub" that increases in tempo/pitch. If there is already a sound effect, sorry, I didn't notice it :cAlso, add a 1.25m part variant where there are rings that look kind of like the interstellar warpdrives. Those look quite intriguing. One last thing on which I think is most important. Add a variable where it calculates the JumpCharge needed to go a specific distance. If there is a beacon in orbit, I don't want to have to carry (up to) 8 solar panals or 4 sets of 2.5m batteries just to get to orbit. I personally think that the device should have to charge more or less depending on the distance that needs to be travelled.
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[/noparse] content Ahhhh Ok great, thanks. I'll make sure all the links are up to date. Thanks for notifying me. And for the record, your mod is invaluable to me
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Update what xD . I can't edit anything right now, I have to leave for 6th form on like 3 minutes. If you could tell me what needs updating, I'll throw that in at 3 or 4pm GMT. Also, would you be ever so kind to tell me how to put stuff in the "spoiler" thext? I tried but it wasn't working
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Haha yeah, I know xD. Sure I'll try hide the links in a "spoiler". If I can't do that, then they'll just be removed. Thanks for the feedback btw
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10 Useful mods to have in KSP (3 bonus ones too!)I made this video a few days ago and I thought I'd just share it with this lovely community. I hope it's in the right thread though haha. This video consists of 10 mods that I think is very handy to have, plus 3 bonus ones just for good measure. Disclaimer: I'm not entirely sure if each of these will be updated/compatible with version 0.25. I suggest Googling the mod name for the latest version if the links are out of date. If you find an updated link, please say so and I will update it. Thanks. I hope you enjoy Partial video description In this video, you will find 10 mods that can be useful to you in Kerbal Space Program. There are also 3 bonus mods too! Edit: Menu system added for easy navigation . This video is a follow up on how to install a mod. If you haven't seen that yet, you might want to if you want to install any of these mods. Use the numbers in the video to navigate to which mod you want, find the corresponding number below this to be taken to the forum/download page. 1) http://kerbal.curseforge.com/ksp-mods/223932-b9-aerospace-5-2-32) http://forum.kerbalspaceprogram.com/threads/20451-0-24-2-Ferram-Aerospace-Research-v0-14-1-1-7-25-14 3) http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements 4) http://www.curse.com/ksp-mods/kerbal/220221-mechjeb 5) http://forum.kerbalspaceprogram.com/threads/37756-0-24-HyperEdit-Teleporter-Orbit-Planet-Editor-More 6) http://forum.kerbalspaceprogram.com/threads/50524-0-24-Enhanced-Navball-1-3 7) http://forum.kerbalspaceprogram.com/threads/69907-0-24-Distant-Object-Enhancement-1-3-1-Planets-satellites-in-the-night-sky!-(7-29) 8) http://forum.kerbalspaceprogram.com/threads/69363-0-24-2-Time-Control-9-23-14-v13-2-(NO-MORE-EXPLOSIONS-more-warp-rates) 9) http://forum.kerbalspaceprogram.com/threads/35996-0-24-x-RCS-Build-Aid-v0-5 10) http://forum.kerbalspaceprogram.com/threads/62466-0-24-2-SimplePartOrganizer-v1-2-1 B1) http://forum.kerbalspaceprogram.com/threads/80112-0-24-x-Improved-Chase-Camera-v1-4-0-(7-23) B2) http://forum.kerbalspaceprogram.com/threads/38768-0-24-Editor-Extensions-v1-3-19-Jul-2014-(EdTools-Editor-Tools-replacement) B3) http://www.curse.com/ksp-mods/kerbal/220250-hangar-extender Background image credit: http://mk01.deviantart.com/art/Kerbal-Space-Program-Desktop-374122292 Please leave any feedback, I would love to hear what your opinion is and what I can improve on. I aim to do the best I can because I love KSP so freaking much and hearing whether I need to improve or not is important to me .
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[old thread] Trajectories : atmospheric predictions
Xenro66 replied to Youen's topic in KSP1 Mod Releases
This looks absolutely splendid. I won't be able to test this for you because I have too many mods, it would probably conflict with like 90% of them. You say that FAR aerodynamics profile will work correct? What about for several mods like B9, TV aerospace, K9 Rocketry and several miscellaneous mods, would they work with it? I really hope this gets implemented in a later update. This seems REALLY REEAAAAALLLLYYYYYY handy to have. -
This is great stuff! It's currently 3AM here, still not an excuse to stop watching