RedParadize
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[Old Thread] KRE - Kerbal Reusability Expansion
RedParadize replied to EmbersArc's topic in KSP1 Mod Releases
Indeed, but it will still feel like landing on your engines. -
[Old Thread] KRE - Kerbal Reusability Expansion
RedParadize replied to EmbersArc's topic in KSP1 Mod Releases
First stage doesn't have legs because it lunch right at on its pad. It kinda " dock" on the platform. I don't think its something we will be able to do in kerbal, it would be pretty cool trough. It a alternative could be to have similar leg than those on the upper stage. -
Yeah, that was some cool stuff. Raptor and the full system is realy intresting. Sadly the shuttle is kinda ugly.
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@Nertea @Shadowmage Never trough teaming up? It would have to be call TSA. fpr Team Super Awesomeness. Yeah I am such a fanboy...
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I can't find the j-2x turbopump spec. But I don't think you could get more trust out of it than it currently do. So I would say a bit less than 1/2 the trust of RS-68, for probably similar ISP. I would suspect that it would proportionaly cost more than other option. I am a big fan of the less effective but much cheaper kerolox engines, Russian and Spacex got that part right.
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Modular SRB (Solid Rocket Booster) Pack
RedParadize replied to pilotdes's topic in KSP1 Mod Development
@aquiluxIf you are looking for modular SRB, take a look at SSTU. You will love it. -
Shadowmage does not like dependency to other mods. Soon he might even get rid of KSP dependency!
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@blowfish Indeed, distance does not replace shadow shielding, But further away you are more space is covered by the shadow shield. I do plan on using the centrifuge on my radioactive spacecraft you see. And more impotently than r2 and shadow shielding: It looks nice. Remember 2001?
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Yeah, these one are closed and much longer that the open one you already made. I think it would be nice to have them as a stand alone or mesh switch, is it possible to have this without causing too much trouble for you?
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@Shadowmage I imagine it will be possible to have these structure empty as well? I would like to keep my nuclear engine as far as possible from my kerbal. I would not want @Nertea to kill them with his new radiation mod.
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If trust isn't a issue. You can squeeze even more dV with RL10. I rarely use the J2X, its just too heavy. Edit: Sad face. I finished my lander only to realise that while everything works. The hatch won't. My kerbal can't get out. I can click on the hatch and the context menu will pop up. But If I try to get a kerbal out that way I get this error message: I should have known. If @Shadowmage didn't put hatch on adapter there for a reason... Edit 2: Lol. I added a hatch in the middle of the core part and the hatch on the adapter now work!
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I think dragon should be 2.5, difference in diameter with Apollo is negligible. (btw, my SSTU orion is 3.125 dia, match reality quite nicely!)
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Yeah I did that too! If you go back to page 99 you will get the information you need.
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Nice, I will try this tonight! Does it work with FMRS?
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it look more like Selling Space mod. Its author never created a forum page about it but its on forge. It was awesome. I wished that someone would do something similar for a long time and here you are! Few question: 1: How do you simulate playload mass? 2: Discarded stage are taken in consideration when calculating cost? 3: Is there volume limitation for playload? If not do you plan on implementing it?
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@Shadowmage I noticed that Shuttle realplume FX does not show after quicksave quickload. I do not understand why... About the legs, the one I use have colider. So it worked! I might keep them separated anyway. 5 part for a lander is kinda good anyways.
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This is a single part: It have toggleable adapter and docking port. Fonctional engine, RCS and Realplume. I managed to get everything working exept the legs... Tomorrow I will add antenna and solar panel. I built this using SSTUModularStationCore, so I can't stretch it, but I realy wanted the docking port. I made the Alcor capsule a part of the docking port, that way, I can change the adapter/engine mount the middle. I am pretty bad a config. If I can do this, imagine what the modder around here could do with SSTU module. @Shadowmage Could legs work using a the less buggy ModuleAnimateGeneric or SSTUAnimateControlled module? I noticed that antenna animation is perfectly capable of lifting the DOS-TKS.
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@Shadowmage Ihave been digging your code all day. I didn't realise how much workaround you had to do to make SSTU works. I don't know if its funny or sad. BTW, I am sure that some of your code would be realy helpfull for other modder. As a example UbioWelding cannot currently weild RCS and stuff with multiple animated part. With the way you handle it its possible. Edit: OMG, I might have a one part landder!
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Its my favorite pod by far. But as it is it take more 5 sec to switch to a vessel have Alcor capsule on it. It might be a bit abusive,
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@StickyScissors I had problem like this when using the new Nertea struss. I was not as bad for me trough...