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NihilRex
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KSP2 Release Notes
Everything posted by NihilRex
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Has anyone tried to use this in any of the Linux Matlab replacements and gotten it to work?
- 4,948 replies
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- ksptot
- mission planning
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
NihilRex replied to Starwaster's topic in KSP1 Mod Releases
My procedural cone tanks are exploding during launch when under a decoupler and mk 1 command pod now. Not totally sure if DRE directly related or not. EDIT: Using FAR and RSS, speeds were in the mid 400m\s range at a bit over 20km altitude.- 5,919 replies
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- reentry
- omgitsonfire
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(and 1 more)
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Just curious, is there any chance this could be used to supply Food, Water, and Oxygen? Do I just add storage and entries to the Managed Resources list in the part.cfg?
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Open up it up in Notepad or gedit and comment out the hiding lines you dont want hidden.
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You must have an old version. MKS_ColonyHub.cfg PART{ name = MKS_ColonyHub module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/Kolonization/Assets/GenericModule } rescaleFactor = 1 scale = 1 node_stack_top = 0.0, -0.7, 0.0, 0.0, -1.0, 0.0,3 node_stack_bottom = 0.0, 2.032, 0.0, 0.0, 1.0, 0.0,2 TechRequired = advConstruction entryCost = 8000 cost = 35000 category = Utility subcategory = 0 title = Colony Control Center (C3) manufacturer = Umbra Space Industries description = Using the latest paper punch card technology, the Colony Control Center (C3) allows you to operate and coordinate the various components of the Modular Kolonization System. attachRules =1,0,1,1,0 mass = 3.75 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = .5 crashTolerance = 45 breakingForce = 280 breakingTorque = 280 maxTemp = 1700 INTERNAL { name = landerCabinInternals } MODULE { name = ExSurveyStation } MODULE { name = ModuleLight lightName = Lamp05 useAnimationDim = true lightBrightenSpeed = 1 lightDimSpeed = 1 resourceAmount = 0.01 animationName = Lights useResources = true } CrewCapacity = 2 vesselType = Base MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name=ElectricCharge rate = 0.02777778 } } MODULE { name = USI_ModuleFieldRepair } MODULE { name = KolonyConverter ConverterName = Command StartActionName = Start Command StopActionName = Stop Command RecipeInputs = ElectricCharge, 3,SpareParts,0.000000425 RecipeOutputs = PunchCards, 0.02125, False,Recyclables,0.000000425,true RequiredResources = } RESOURCE { name = PunchCards amount = 500 maxAmount = 500 isTweakable = True } RESOURCE { name = SpareParts amount = 5 maxAmount = 5 isTweakable = True } RESOURCE { name = ElectricCharge amount = 10000 maxAmount = 10000 isTweakable = false } MODULE { name = MKSModule workSpace = 1 livingSpace = 0 } MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom } MODULE { name = ExWorkshop ProductivityFactor = 1 } MODULE { name = FSanimateGeneric animationName = FloodLights startEventGUIName = FloodLights On endEventGUIName = FloodLights Off availableInEVA = True availableInVessel = True EVArange = 5 layer=4 moduleID=1 playAnimationOnEditorSpawn = False } MODULE { name = FlagDecal textureQuadName = FLAG } } Look just below the INTERNAL tag
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In MKS\OKS, its in the MKS C3 module.
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Not really. Grab them from a KAS container, place them less than 200meters from the survey module, survey, build.
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The first one has better D\V. The second one will drop whatever is on the radials as soon as you launch.
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@PrivateFlip - Does the return mission system invoke the standard ship delete function? If so, does it set the orbit to have a periapsis below 22km first? Just curious how this works, as I'm using StageRecovery, and would love to see them work together. I'm going to test the pair tonight, first non-crewed supply missions building now.
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As far as Flight Computer VS New SAS functions - In a real space program, you have interns and stuff who can be told to have the 6 directions ready at all times. There is a whole backend of people to run plotting tables, keep up running calculations, etc. I see that as a primary reason to use probes early, simply because the control center can do things pilots cannot do nearly as quickly.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
NihilRex replied to ferram4's topic in KSP1 Mod Releases
@Molot thats kinda funny, because Im running Ubuntu x64 heavily modded and not having any real problems I don't cause myself.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[1.12.x] Freight Transport Technologies [v0.6.0]
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Atmos vs Vac ISP issue maybe? -
The inflatables are very wobbly, and the joints break very easily. Has to do with being low mass parts.
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Works for me, delivering Rocketparts resupply to my orbital construction dock.
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Do you have RemoteTech installed?
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Try it on a Duna or Smaller Personal Flitter -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
That tiny Aerospike looks useful for my small skycranes. Ive started using cranes that turn into Commsats when the module is placed, and this looks useful. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
NihilRex replied to RoverDude's topic in KSP1 Mod Releases
Best bet is to run off to other things, and let it mine in the background. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
NihilRex replied to stupid_chris's topic in KSP1 Mod Releases
I usually deploy several Drogues at 68000\62500 for a target speed of 880 at a height of 27000 on Kerbin, and avoid the need for heatshields. However, I also aerobrake a LOT on approach, starting from a 70x200km orbit, and taking at least 2 full passes at 59km periapsis before final atmospheric entry.