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Everything posted by SpaceLaunchSystem
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MechJeb to another planet?
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 Mods Discussions
Thanks! This will definitely help me with my first Duna mission. -
You should probably install ActiveTextureManagement. It will (hopefully) prevent those crashes.
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I know it's possible to use MechJeb to transfer to another planet, and it was on a Scott Manley video a while back, but I just don't seem to remember how. I've been putting satellites in LKO, and I've been to the Mun, but now I'm ready to attempt a landing on Duna. Can anyone give me a tutorial on getting to other planets with MechJeb? EDIT: Correct me if i'm wrong, but I believe it was something along the lines of this: 1. Use ascent guidance to place ship in a 500km (approximately circular) orbit. 2. Use "transfer to another planet" under Maneuver Planner to create and execute a transfer burn. 3. Select "fine tune closest approach to target" under Maneuver Planner and create and execute node. 4. Once ship is intercepted into the planet's SOI, create and execute a "circularize" node.
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Eve - Venus - Does anyone have a mod that can do this?
SpaceLaunchSystem replied to Kurtvw's topic in KSP1 Mods Discussions
Thats a cool mission concept! Never knew about that! -
If you look closely, the runway does have lights (given, they aren't very powerful lights, but they are just enough to make a night landing). I believe that, yes, they are earned at level three. It's possible to add light sources to buildings somehow, although I don't know how. But unless your KSP is experiencing some sort of glitch, the buildings do light up at night. I think it would be nice, however, if you could set your target as a point on the ground. It would definitely make navigating easer.
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I also recommend RoverDude's sounding rockets. If you play career, the generate a lot of science.
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DISCLAIMER: I know that there are multiple (WIP) SLS projects. This request if different. I have noticed that many of the SLS projects are complicated, requiring multiple mods with hundreds of parts. I am requesting a SLS that is somewhat simplified, and requires only one folder to be added to your GameData. Hello, SpaceLaunchSystem here. The SLS is by far my favorite launch vehicle (as you can probably tell by my username). My request for a SLS mod would include the whole rocket family, from the initial 70t version to the evolved 130t version. It would include all the parts necessary to build these launch vehicles, as well as the Orion MPCV. I envision this mod to be more realistic than stockalike, but still look at home with the stock parts. Here is my envisioned parts list: Core Stage - Core stage fuel tank (5m) - RS-25 Engine Cluster (5m) SRBs (70t/130t SLS) - Radial SRB Decoupler (radial) - SRB Separation Nose Cone (2.5m; includes separation motor) - Basic SRB (70t SLS; 2.5m) - Advanced SRB (130t SLS; 2.5m) Interim Cryogenic Propulsion Stage (70t SLS) - ICPS Interstage (5m to 3.75m) - ICPS tank assembly (Includes upper (3.75m) and lower (3.5m) tanks) - RL-10B2 cryogenic engine (3m) Large Upper Stage (130t SLS) - LUS Interstage (5m) - LUS tank assembly (Includes upper (5m) and lower (4.5m) tanks) - RL-10C2 engine cluster (4.5) Fairings (130t SLS) - 5m Fairing base - Fairing nose cone - Fairing side panel (fairing would be assembled in much the same way as the ones from KW Rocketry) Orion MPCV - Orion Crew Module (3.75m) - Orion Service Module (3.75m; built in RCS and Solar Panels) - Orion Main Engine (3.75m) - Orion Main Engine Adapter (3.75m) - Orion SM Fairing (attaches to nodes on the Main Engine adapter) - Orion Boost Protective Cover (2.5m top, 3.75m bottom) - Orion Launch Abort System (2.5m) - NASA Docking System/Parachutes (2.5m; goes on top of Orion; compatible with stock clamp-o-tron and FusTek IACBM)
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Camera module
SpaceLaunchSystem replied to Winter Man's topic in KSP1 Suggestions & Development Discussion
For the IVA camera, at least, you should check out Hullcam VDS. Unfortunately, I don't know of a mod with a camera science experiment. I'll PM you if I do come across one. -
How dd you put an asteroid on your rocket? Thats so cool!
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F2 disables part glow.
SpaceLaunchSystem replied to Spartwo's topic in KSP1 Suggestions & Development Discussion
Yes Yes Yes!!!!!!! This needs to happen! -
I definitely like both mods. I also know Aerojet Kerbodyne requires SDHI, but I want a realistic service module for my MPCV. I know AJKB (what i'll call Aerojet Kerbodyne) has two service modules based off the Constellation Program but if I start using AJKB more, I'll have to choose which SM; Transport Vehicle or Exploration SM. What do you guys think?
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Challenge: Bust my bunker!
SpaceLaunchSystem replied to Zamovinar's topic in KSP1 Challenges & Mission ideas
I never use Hyperedit. I consider it cheating. However, that is just my opinion, and your's may differ. -
Space Launch System!
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 The Spacecraft Exchange
Thanks! I'm probably going to replace the ICPS adapter with an Interstage from eDog's Procedural Fairing; with the one in Aerojet Kerbodyne it's a little hard to get he ICPS out. Blackheart612 should really fix that. -
Upsilon's Quality Flying Cars?!
SpaceLaunchSystem replied to BagelRabbit's topic in KSP1 The Spacecraft Exchange
This is literally one of the coolest things I've ever seen. -
Warning: This thing requires TONS of mods Download .craft (No mirrors available yet. Sorry!) List of mods: Aerojet Kerbodyne Sum Dum Heavy Industries (and all dependencies) NearFuture Solar ModuleManager 2.5.1 (or later) Mechjeb2 (Optional; must use MechJeb Embedded Universally by Dennis6492 for it to work) RasterPropMonitor (optional)