-
Posts
1,257 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Goddess Bhavani
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Goddess Bhavani replied to AlphaAsh's topic in KSP1 Mod Releases
@AlphaAsh, I think I got the packs identified for my 'ultra lite' version of Kerbinside for those modded installs that cannae take any more before KSP blows up. - KerbinSideTexturesPack01.zip - KSideCfgUpFuelTanks - ksidehelipadsv1p4 - ksideksc2v1p1 - ksidelaunchpointsv1p2 - ksiderunwaysv1 This basically allows the user to have a global network of airports and helibases without taking up too much memory; the whole selection weighs in at just 29mb uncompressed, as opposed to 220+mb for the complete KerbinSide pack. * measured from GameData folder ------- I also want to report a small issue that might merit a simple fix - the navigation tool used by KerbinSide does not disappear with the rest of the UI when F2 is pressed. It has since inadvertently photobombed some of my screenshots. ------- Finally, would the great AlphaAsh be interested in a walkaround/drivearound review of Kerbinside Kampus? I like the neat and functional look of the Kampus and would love to cover it in my next video, replacing KSC++v3 with the Kampus.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Do you expect your crafts to still work in 1.1?
Goddess Bhavani replied to selfish_meme's topic in KSP1 Discussion
I believe craft based around simple concepts will be easy to "re-certify" for 1.1; the majority of my successful 1.0+ designs will probably be untouched as they're generally quite simple and robust with fairly low part counts. At least for aircraft. Small spacecraft like this microshuttle only needed addition of a small radiator in 1.0.4 to operate successfully, pretty sure without drastic changes to aerodynamics / physics, only complex mod craft need re-engineering. -
I haven't released anything this week as I'm trying to evolve a simple Minmus base station design to its limits. We might get a knockoff of a well known sci fi ship for training and atmospheric research use... if I get it to work. It's kind of crazy trying to adapt a microgravity ship to atmospheric use lol.
-
Those compact craft are sooo cute. I never thought of using the Mk2 crew module like that too. Very efficient. That actually looks awesome. I like the inflatable hab as the central module.
-
Rockets: Read about my favorite historical launch vehicles, replicate the general shape, payload lift capability or idea in KSP. Usually I end up with R7 (Soyuz) with 1.25m parts, and Proton 2.5m in career mode. I then fabricate payloads based on mass limitations imposed by standard launcher types. More recently I have had some success in constructing 'wet' payload stages where much of an orbital station is comprised of streamlined fuel tankage, and this fuel is fed down to the 2nd stage of the rocket allowing for the same engine to be used for orbital insertion and transmunar injection after in-orbit refuelling. I haven't gone up to 3.75m stages yet and the largest I've ever sent to orbit is a 30+ ton Minmus VTOL base. Spaceplanes. Generally start with a basic idea of the planform desired then get the fuselage right. Recently I've been performing collaborative builds where one forumer supplies the hull design and I build the propulsive and aerodynamic components. This resulted in interestingly diverse craft like the X-Com Skyranger and TXR-3 fictional British strike bomber. The Skyranger was funny, as it nearly got laughed off the face of the forums in "What did you do in KSP today" before I took over the project and proved it's not too fat to fly. On the contrary it's rather impressive sprinting across continents at Mach 4 on 5 turboramjets!
-
Try this one for size "My head hurts after playing KSP..." (caution, huge gifv)
-
Bacon makes the world go round (True story, there is no happiness without premium pork!)
-
Would this be a worthy addition to "Incidents" or "AARs"? Space program organization gone wrong due to too many sleepless nights. http://forum.kerbalspaceprogram.com/threads/126010-My-Space-Program-is-in-utter-disarray
-
Sauce video: I Love Minmus
-
[11/26/15 Update] Say Hello to the Light-Green Group!
Goddess Bhavani replied to Endersmens's topic in Kerbal Network
That sounds like a big fluffy yarn ball of fun. -
Someone recently built me a spacesheep. I just need a space barn and a space pasture, then there can be a faux space countryside advertisement poster :3
-
The Oscar-B Awards! (Results Are Out!!)
Goddess Bhavani replied to BagelRabbit's topic in Kerbal Network
Sounds good. Expedience is a good strategy to avoid the fizzing out associated with long waits. Wonder if the main KSP community could assist by giving the Oscar-Bs a spotlight on social media one day, to sort of immortalize the valiant efforts of all in this endeavour, sealing the awesomeness in for all eternity. (Wow omg, I don't know what I'm writing) -
The Oscar-B Awards! (Results Are Out!!)
Goddess Bhavani replied to BagelRabbit's topic in Kerbal Network
PM resent, xmit successful this time. I'm on a phone and was surprised it could handle maximum length PMs. I actually did the video reviews in much greater detail as o thought it would be more appropriate to judge by video category first. Small scale, more personalised reviews, etc. -
The Oscar-B Awards! (Results Are Out!!)
Goddess Bhavani replied to BagelRabbit's topic in Kerbal Network
@Felbourn I tried to reply to your PM but your inbox is full. I'm sending my scores to your YouTube PM box instead. -
I happened to get the barge landing on the first try, when the link was shared on IRC. The grass landing is somewhat harder due to the need to get translation and rotation right the first try before it runs out of fuel. The moving barge requires keeping pilot induced oscillation in check; instead of killing velocity and sending the rocket careening out of control, attempt to maintain a slight lateral drift within landing tolerance. I don't have any special skills per se, but in 0.90 I have had built a very tall and rather dangerous that takes off and lands in tail-sitter orientation.
-
Docking in Tight Places Yes they all fit with inches to spare.
-
As strange as it sounds, there is an alternative to Movie Maker called Movie Maker 2.6, it's pretty much the Vista version of it with wider selection of post processing effects. Because it was made in the era of Vista, it should support HD output too. http://www.microsoft.com/en-us/download/details.aspx?id=34
-
I recently asked for "volunteer" astronauts on one of the major KSP facebook groups and I had literally dozens of sign ups within the hour! I renamed the majority of my Career crew to the volunteers and this gave me enough motivation to reactivate my career save and do nice things in it Pretty much everyone except for the fantastic four stock Kerbals (Jeb Bill Bob Val) are going to be renamed to custom ones. Pity we can't change profession separately from the name.. (Jobs are assigned by the hash of the name).
-
Glad you approve, Episode 5 was made with mellowness in mind
-
Buzz Aldrin's Cycler Orbits - Are they useful in KSP?
Goddess Bhavani replied to Goddess Bhavani's topic in KSP1 Discussion
Great posts guys, thanks for pointing out the key point -> Big well equipped ship launches once on cycler duty, small fast boats hitch a ride on it from both ends; possibly I haven't realized the true value of the cycler yet as I was doing it "backwards", having a large laboratory lander hitch onto a tug with 1/3 the mass. I might follow up on this with a follow on cycler habitation station, perhaps for tourist use or long enduance spaceflight training, that, would have a large multi-module station on a Mun/Minmus/Kerbin cycler orbit aimed well outside Mun / Minmus SOI to reduce the orbital corrections needed for sustained operations. I was thinking I could also use cargo supply ships as a means to 'top up' the cycler complex dV by firing engines whist being attached to the station. We'll call this a 30-day limited duration cycler just to test competency of designing and operating regular shuttle services from Kerbin, and as a means for future payloads and crew to hitch a ride to Minmus for resource exploitation (whenever I get that far in the career tech tree!). Then once I'm done with that, perhaps then would be a good time to see if I can send out interplanetary probes to see how a proper Duna cycler orbit looks like - can't wait to try it! Saving this for reference - I saw the key points; the challenge of intercepting a very fast inbound cycler, and 450m/s dV needed for corrections on each cycle.. let's see, if I make the periapsis somewhere around Munar orbital distance, it would be much easier to intercept the inbound cycler due to the reduced velocity differential. -
Buzz Aldrin's Cycler Orbits - Are they useful in KSP?
Goddess Bhavani replied to Goddess Bhavani's topic in KSP1 Discussion
I think I am going to definitely try this - the next step forward from Minmus / Mun station ops would be to send one out to interplanetary space to test the sort of logistics I need for a Duna or Eve mission. I haven't actually attempted to go that far out first so if I spend a while to work out the orbital characteristics of a Duna Cycler it would be very educational indeed (I mainly mess with plane and helicopter replicas in KSP). Having tourist contracts to fund station construction and operation partway would certainly make having such a large endeavour fruitful. You're definitely right about keeping the shuttle on the cycler too - it's going to come back around eventually anyway, and realistically NASA / Roscosmos likes to keep an escape vehicle on hand at all times. Something tells me I'm going to have some sort of space-Titanic incident though, kraken threat and all Wow! I will definitely want to keep a small herd of those steel-wool producing rover sheep around the base! Would you be posting / PMing the craft file anywhere? Lol! Thanks for the compliment. I'll think of a way to add burger patties to my station program... maybe an orbital diner? The burger mod parts act as batteries and fuel tanks, they have an uncanny practical side too. In my video example it took 1,200m/s for the "spacesheep" lab to launch out from LKO and then intercept the cycler: 700+ m/s for the initial intercept solution and 500m/s to match velocity with the tug. I could not schedule a more 'graceful' intercept solution due to time constraints. So it's practically Duna levels of dV for an MKO intercept. POS-1 did a reboost to get back to Minmus transfer 2 hours after the lab arrived, taking another 200+ m/s of dV and about 13 tons of fuel carried in wet lab storage (the cones of the spacesheep are stock cone tanks). So it's quite an insanely inefficient first attempt by moi, although I guess experience would offset the inefficiency somewhat with less clumsy vehicles and better/cheaper refuelling infrastructure. The spacesheep was flown to the tug using its second stage; there is no third stage and was loaded on the pad with just enough fuel to reach LKO, then rendezvous with a pair of 20 ton tankers to fuel it completely for both the cycler intercept, docking and long duration operations on Minmus. When I reached the cycler / tug I realized there was no purpose keeping a second Poodle engine, offloaded fuel to POS-1 and spacesheep tanks, sent someone out on EVA to detach support struts and ditched the stage.