Sideswiper22
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I just made a Munar Space Station and a spacecraft that docks to it. The spacecraft has an odd design featuring no windows!
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Nice to see the Fallout lore version is also being made
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sideswiper22 replied to Ven's topic in KSP1 Mod Development
weird.. mine worked fine -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sideswiper22 replied to Ven's topic in KSP1 Mod Development
the folder is already in the main directory -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sideswiper22 replied to Ven's topic in KSP1 Mod Development
For some reason, the mk 1-2 part disappears under aerodynamic stress when it's under a fairing or maybe the camera drifts from center of mass. Is there a fix for this? Also, the pruner files won't work. It says it cannot find the files specified. -
The modern soyuz replaced the IGLA system with KURS since the 1980's. The smaller antenna of tantares' earlier releases represents the new docking system
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^Beale already made the 3-way rcs on soyuz. I would love to see those bare nozzles though...
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It uses a stage similar/ the same as the n-1 block g.
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Maybe also rebalance the Proton rocket? It's a bit underpowered as the first stage had difficulty lifting my zond with a block g stage under it.
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Genius!
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I'm still loving this mod! I think this should be bundled with KSP too! It's very fun to use! Made a Zond recreation using a Proton launcher. I'm still using 1.0 because there are many problems with mods in 1.0.2 I made a functioning and life-like launch escape system too. (without the gridfins though) The rocket was too heavy to lift it properly. (only 1.38 TWR) I also found out that after I deployed the parachute, the Proton rocket went directly to the KSC and hit the Administration Building, obliterating it! :D:D:D
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Putting Ablators on wings and spaceplane parts.
Sideswiper22 posted a topic in KSP1 Mods Discussions
Ever since I played with 1.0's stock aero, It makes flying easier. I find it much more forgiving than FAR in regards to aicraft stability. However, when I make spaceplanes and get them to reenter (even from a 75km suborbital trajectory that goes 180 degrees around kerbin) They almost always partly burn up, especially the wings and control surfaces. Is there a way to put ablators on them? Maybe an MM config? -
It's okay under the fairing. It's just odd that it chars up too much during launch if it's not shielded.
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Could the minimum speed/ temperature of the charring effect on the pods be raised to a reasonable number? I don't want to be launching a rocket with my pod bare with no fairing suddenly turn darker than the rest of the rocket (example: Spektr and Proton have the same color scheme, but when I launch it and it goes to mach 2.5 or 800m/s while launching, it turns black.)
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sideswiper22 replied to erendrake's topic in KSP1 Mod Releases
@Steven Mading RealFuels gives you a wider range of fuel types that have different efficiencies. So you get more delta v compared to stock, which is helpful if you have rss installed so you wouldn't need huge rockets just to get to lko. Maybe it's due to it's realism that makes the plugin go haywire. instead of a ratio of 9:11 in stock, the ratios in Realfuels are different and with many decimals. so maybe there is 0.00000000000001 left after the oxidizer ran out that makes 0 unreachable. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sideswiper22 replied to erendrake's topic in KSP1 Mod Releases
I got the problem fixed. I was setting it to "...stage:kerosene = 0" instead of < 0.001. I remembered that 0 is sometimes a problematic number. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Sideswiper22 replied to erendrake's topic in KSP1 Mod Releases
how do you use this with realfuels. I can't seem to make it stage when the fuel's used out.