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Everything posted by Stocchinet
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I made a... trumpet-shaped spaceship.
Stocchinet replied to ValCab33's topic in KSP1 The Spacecraft Exchange
Awesome! Doot Doot! -
The v1.2 Hype Train Thread - Prerelease is Out
Stocchinet replied to Whirligig Girl's topic in KSP1 Discussion
OH MY GOD THE END IS NEAR! Space exploration protection chamber - realm 1.2- 1,592 replies
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- experimentals
- not the patience ferry
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3.75m Expansion
Stocchinet replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
Nah, i think it's just finished, still improvable tho -
3.75m Expansion
Stocchinet replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
Hemh, porkjet left some days ago... -
What Facts Do We Know About The Devs Leaving?
Stocchinet replied to Mycroft's topic in KSP1 Discussion
Guys i make tin foil hats! Awesome tin foil hats for 3.00$, YES, ONLY 3.00$! Custom ones for 5.00$, accepting preorders from now! (the product may take years to complete) -
Ray & Ray HS flying wing
Stocchinet replied to Dr Farnsworth's topic in KSP1 The Spacecraft Exchange
Pretty beautiful, i made something similar some time ago, if only that those wings had more heat resistance... -
Jebediah Kerman, father of dragons, breaker of struts...
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Stocchinet replied to Galileo's topic in KSP1 Mod Releases
Hi berlin, i really love this mod, i just give my two cents about some features, keep in mind that i don't know what i'm talking about, maybe i'ts impossible to do, i'ts just what i think So, i took a quick trip to the north pole of kerbin, in the lands of the everlasting winter, just to admire the Aurora, and i noticed that it's invisible by night, what i mean it's that the aurora itself doesn't glow, it's just a green texture floating around, is it possible to make it shine of proper light? Here's some screens of what i'm talking about Also, i noticed that the clouds always looks very greyish while flying close to them, like storm clouds, it's possible to make them more white and bright? The distant ones are very white but the close ones not. Also i don't know if this is some sort of bug but while i was flying to the north pole i encountered this: They looks very bright, i like it! but it's almost night..... so, what's happening? Lastly, the Plasma trail, as awesome as it is, it looks very silly to show just at barely mach 2, i'd like it more to start past 1000 m/s, it's beautiful as a reentry effect, but while flying fast planes it's out of place I'm sorry if i'm bothering you, and for my bad english... -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Stocchinet replied to Galileo's topic in KSP1 Mod Releases
That blazing trail tho... Amazing, it totally got me off guard, i was flying then i noticed some unusual sparkles, i turned the camera, and i was like "OMG i'm super fast! wooooo!" Jokes aside, i'm super glad you took over the mod, keep up the good work man! -
I clicked for the lulz, i'm quite satisfied so far
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Yes, but you will be accused of cheating by the entire scientific community
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Heretic, watch this and purge your sins
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Stocchinet replied to NecroBones's topic in KSP1 Mod Releases
Awesome, firespitter did the thing, thanks dude, i'm starting to belive that firespitter is some magical item that make things work, maybe dark magic, it's everywhere , i know nothing about modding halp Serioulsy i never experienced this problem with previous versions, dropping colocodedcans folder into gamedata always worked for me, that's why i worried first place, thaks again- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Stocchinet replied to NecroBones's topic in KSP1 Mod Releases
Hi necro, sorry if i bother you, i'm still experiencing the z fighting even with the last version, i play in x64 with only some visual enhancemet mods (scatterer , distant object enhancement, eve and texture replacer for the skybox), what could be causing it?- 356 replies
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So i was checking kojima's twitter and i see this: It made my day
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How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
Ok guys problem solved! I did It! here's the results! As you can see from the data, i was able to lift a full jumbo tank to an 100x100km orbit with 450 m/s dv spare for orbital maneuver, 100% stock parts and stock areo, i dumped two engines and the two nukes, now it's much lighter, also the nose cone made from fairings works great, no more roasting! Thanks for all the smart advices you guys gave to me, at the end was all a piloting problem, getting faster at low altitudes it's they key as suggested by you. I'm still tweaking the craft and the ascent path, but i'm already happy with the overall result, and it also look pretty sleek in flight (nothing too original, i admit), soon i'm going to make an Op in the spacecraft exchange section of the forum with some cool screens and a download for the craft. I still have to name it properly, cool planes needs cool names i was thinking something like "orange crush" i'm not sure Thank you all again, see you soon! -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
I'll send you something as soon as i can, i already improoved it by myself using some of the tricks you mentioned, and no, the mk2 part stays vertical, horizontal would clip too much fuel into the wet wings, it's an ethical decision -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
That's a very cool spaceplane Aerogav, but regarding those big wings, they have a very little heat resistance, based on my experience they cook on reentry very easily, how do you deal with it? -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
Oh that's a nice one, but i like the cargo bay more cause i can configure the payload for any need, maybe i'll build 2 separate versions, one tanker and one cargo Also i'm having great results with all the tips you guys gave me, thanks, i'll post soon the results -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
Hehe my fault with the title, I thought that my screenshots were quite explanatory -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
With a rocket ssto configuration i can't agree more with you, but my concern ragards ssto spaceplane with airbreathers, it's a little more tricky The nose overheating always bugged me, i never thought to replace it with a fairing, also i'm working with the supersonic at low altitude thing, sometimes i'm to impatient to gain altitude, i have to re-learn everything i knew with smaller crafts, thanks for the tips The nukes are for squeezing some more Dv to use in orbital rendezvous, the idea is to use rapiers until the circularization, i balance Lox to supply them until space, then i use all the remaining Lf with the nukes, also they don't influence the Com a lot, the current iteration i'm working on it's even more balanced Ok i'll try it, i'm always worried to waste to much fuel in atmosphere during that phase, with smaller craft i usually zoom climb till 10km where i start the final run to orbital speed, thanks for the advice That's a design choice drived by impatience -
How to ssto an orange tank?
Stocchinet replied to Stocchinet's topic in KSP1 Gameplay Questions and Tutorials
I have to pitch 20° with the nose to get the prograde vector to stay to 10°, if i pitch only 10° i start to go down, but reached that altitude the craft can't build up speed and i loose pitch autority -
I like to build ssto, i like planes and designing spaceplane it's one of my favourite thing to do in ksp, i always used them for crew tranport and never messed with cargo bays or any payload whatsoever, everything was fine, but thigs have changed.... Finally i attemped to build an orange tank lifter for low cost refueling purposes in LKO. It doesen't work. I tried everything. This is my first attempt, flies like a charm, but after dumping the cargo the com shifts dramatically to the rear of the craft,reentry and landing becomes impossible, flipping like a mad horse, if you know what i mean. So after some tweaking i realized that all the solutions i came with was slowly shaping my craft like a skylon, with the engine in the middle of the craft for balancing purpose, maybe real life engineers know what they're doing Now the COM stays in spot after the release of the cargo and burning all the remaining fuel, problem solved But it won't fly. I put canards to balance COL, they are useless, i put fins for the same purpose, they are useless, i put more engines they are useless, the thing cant climb, it can pitch properly but once reach 5km it start to fall down, so i tought : "i have not enough lifting area", then i put bigger wing and control surfaces but the result is the same, I don't think it'a a Twr problem, this big guy can reach 1.0 twr shotly after takeoff, so what am i missing? Can someone give me some advice? What i need to make this thing to fly properly? As i said i never had problems with smaller craft but this, this is driving me crazy. I humbly ask for help from the ssto maestros, pretty please A litte disclaimer: i alwais aim for a pointy and semi-realistic design, so no pancake style craft or any kind of absurd contraption please (don't mind all the horrible struts in the pics i dont care about hiding them while in prototipe state)
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Pending: v1.1 compliant Arkingthaad tower lander.
Stocchinet replied to Whackjob's topic in KSP1 Mission Reports
Yeah, but in atmo it's up to 20km, if i don't get it wrong- 47 replies
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