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Everything posted by MatterBeam
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1.04 Interplanetary AAR (Updated 11 Nov 15)
MatterBeam replied to Capt-Coulson's topic in KSP1 Mission Reports
This was made by an accountant. All neat figures, rockets ordered by ascending size and payload capacity. If it was an engineer, there'd be boosters all over the place. I'm following, for sure. -
Elcano Circumnavigation: Tylo Or Bust!
MatterBeam replied to SpaceplaneAddict's topic in KSP1 Mission Reports
I was going to say some bad things about your super-flat launch trajectory, but then I watched you dock in the dark on your first try, so I was left speechless. Good job. -
I added the AirPark module to the normal AIRBRAKE. The mod works about 90% of the time. I tested it several times in different situations, and only once did I return to the parked aircraft to see half the parts torn off. Overall, great mod.
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Gryphon Interplanetary: A Realism Overhaul playthrough
MatterBeam replied to Ravenchant's topic in KSP1 Mission Reports
Damnit Ravenchant stop making drawings and start making rockets! -
MicroSpace, the specific aerospace branch of Microsoft, has elected John Morris to be its leader. He pledges to bring man back to the moon and push for advanced research there before man reaches Mars (set in this game for 2031). He also pledged to making space cheaper for the common buisness which may or may not need it. Companies like the ULA, SpaceX and such do not exist yet. SpaceX will begin testing in 2006, and the Falcon 9 v1.0 will be used for the first time in 2010. So until then my biggest competitors are NASA and the recently collapsed Soviet Union, I mean Russia. MicroSpace's current plans are to create a cheap reliable launcher for LEO, however that will come in time. As of this day they plan on test launching the Liberty launch system, a small 2 stage rocket to (hopefully) orbit. LLS-1T Test Launch N/A LLS-2T Test Launch N/A Test Liberty Launch System Design a Reusable Probe for delivering cargo/modules to the ISS Design/Test the Gargantuan Oooh this looks interesting. Two things to note, though: -Real life funding cost billions, not 250k. -You're going to start in the 1990s, where rocket technology is going to be quite mature. It's a departure from the usual RSS career around here, and I hope you can pull it off
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
MatterBeam replied to pingopete's topic in KSP1 Mod Development
I'm downloading the WIP RVE right now. Questions: -Will anything conflict with Scatterer? -Will I be able to remove the city lights and other non-atmospheric stuff without a problem? The ReadMe warnings are scary. Does RVE not work in orbit, or do you recommend that I apply Eve GUI before I launch the rocket? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
MatterBeam replied to bac9's topic in KSP1 Mod Development
Currently, with Realism Overhaul and Real Fuels, I lack the 'wet wings' option. Is there anything I can do to bring it back? -
Well, I'll do some more testing and get back to you. My code is supposed to be inserted into any .cfg file and placed in GameData. -Advantages of my code: Every command pod gets the AirPark module without needing an extra part. -I'm guessing the disadvantage is that the AirPark module never 'switches off' so that the vehicle is now considered a Landed vehicle even after you disable AirPark and start moving again. I'll try testing with your original part. My only concern... is that your part appears in the tech tree.. but not in my parts list. Maybe it's because Realistic Progression Zero messed up something...
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The 5th Generation Fighter challenge [FAR]
MatterBeam replied to Halsfury's topic in KSP1 Challenges & Mission ideas
If you don't mind, I'll submit a design soon (...) using AJE and the real-world F-15 and F-16 Pratt and Whitney F100 engine. @title = F100-PW-229 turbofan @manufacturer = Pratt & Whitney @mass = 1.7 @description = Pratt and Whitney F100 low-bypass turbofan with afterburner, used by F-15E/I/S and F-16C/D. Powered by NASA EngineSim. 129.4 kN wet, 79.2 kN dry. SFC 0.74/2.05 lb/lbf-hr static. Temperature limit Mach 2.85. -
High-reactivity propellants like fluoride compounds could be possible, but the propellant cost is extreme. Look here. Metallic hydrogen cannot be produced reliably, not even in the near future. Several other propellant incur a high cost or high storage mass penalty that does not make them commercially worthwhile. I suggest you look into liquid methane/liquid propane as the fuels of the future. How do the Near Future cryogenic tanks compare to the much lighter but lossy cryo tanks from Realism Overhaul?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MatterBeam replied to ferram4's topic in KSP1 Mod Releases
You know how fuel switcher works? Maybe you could help create a similar wing menu option where switching the foil creates different flight characteristics. I think this is easier to do in stock than in FAR.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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I have been testing the AirPark mod and I have one single issue to raise: -After AirPark has been used, the craft becomes a 'Landed Vessel' with no map-view trajectory or quicksave ability (moving over terrain warning message). It does not return to being a spaceship or probe after ending the Airpark effect. What can be done about this?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
MatterBeam replied to pingopete's topic in KSP1 Mod Development
Yes, I'm interested in this. My cloudless Venus currently looks terrible. -
The 5th Generation Fighter challenge [FAR]
MatterBeam replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Hi! I've created a few jet fighters in Algerian AeroSpace program, but that is with Advanced Jet Engine and Real Fuels. Which AJE engine closest corresponds to the stock wheesley? What is your stance on the use of Kerosene instead of LiquidFuel? -
I force-quit KSP after it hung up. KCT bugged out. It caused Unity windows, such as the pause menu and the date reading to go down with it: Relevant output_log: NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_GUI.SetGUIPositions (UnityEngine.WindowFunction OnWindow) [0x00000] in <filename unknown>:0 at KerbalConstructionTime.KerbalConstructionTime.OnDraw () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KerbalConstructionTime.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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Here's my contribution: ////AirPark For All Probes And Command Pods @PART [*]:HAS[#category[Pods]]:FINAL { MODULE { name = AirPark } }
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Convair NEXUS - super heavy Historical Launch Vehicle
MatterBeam replied to TiktaalikDreaming's topic in KSP1 Mod Releases
I can convert those values into a .cfg file. -
What I meant is that RSS requires a minimum of 400MB on top of the stock game. See if you can accomodate that with your current set of add-ons. In practice, it means that your game time will be divided into sections of 2-3 hours, at the end of which a memory consumption tracker will warn you that it is best to save and reload the game.
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[Airships in 1.12.3] HooliganLabs Mods
MatterBeam replied to JewelShisen's topic in KSP1 Mod Releases
We need this. -
Modded 64k Career game UPDATE Year2 Day36 (09/05/2017)
MatterBeam replied to Shania_L's topic in KSP1 Mission Reports
I believe it's community tech tree. It's best if OP confirms.