PanzerAce
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Everything posted by PanzerAce
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Finally got around to fixing my CKAN setup and actually coming back to KSP after too long away. Wishing OPM worked with the current version of KSP and thinking about getting the mods to actually flesh out the CTT....
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
PanzerAce replied to politas's topic in KSP1 Mod Releases
Fixed it. Deleted the CKAN folder and all the mods out of gamedata. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
PanzerAce replied to politas's topic in KSP1 Mod Releases
Getting this error popping as soon as I boot CKAN. DL'd the latest version -
Early aircraft and beating the T1 runway.
PanzerAce replied to DrMarlboro's topic in KSP1 Discussion
That's basically exactly what I do. -
Need help with SSTO's
PanzerAce replied to Noname115's topic in KSP1 Gameplay Questions and Tutorials
In my experience, SSTOs are easiest when you either go as small as possible (like...11 parts total small) or go huge and massively overpowered. I try to set mine up with tons of atmospheric thrust. Vac thrust doesn't matter as much if you've built up a ton of horizontal velocity while in atmosphere. The other big thing I see people doing is pitch up maneuvers while in atmosphere. This is a bad idea. You want to essentially get on a ballistic arc while in atmosphere, while thrusting to get your apo to about 50K. The. Use rockets to push the apo further down range, and thus out of the atmosphere. When I switch to rockets I only burn professed. -
Early aircraft and beating the T1 runway.
PanzerAce replied to DrMarlboro's topic in KSP1 Discussion
I actually went the opposite path. T1 runway difficult to launch from and land on? I don't then. I use the smallest solid booster early on as a RATO system when launching from a launch clamp so they I'm never even on the runway. And them I use chutes to set down when I'm done. -
Once something reaches orbit, I don't revert. Forgot parachutes? Better launch a rescue. Forgot solar panels and batteries to run a lab in orbit? Better send some up with a claw to attach it. F5/F9 spam totally allowed.
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Except that's wrong in literally every particular....
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Any Engine to RCS
PanzerAce replied to marcello639's topic in KSP1 Suggestions & Development Discussion
I'm actually looking for something similar. Something were I could use some of the electric engines from the near future packs as my RCS on a OPM grand tour ship. Even the SpaceY vernors are too small (and I'm actually trying to avoid taking any LF....) -
I didn't play at all, but kept thinking about how I'm going to setup the KS Theseus (OPM Grand-tour torchship) for 1.1
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I tend to use mine more as fuel depots than anything else. I usually put a lab into a polar orbit (to hit all the biomes), have a bunch of solar panels and batteries on board, the transfer and circularization engine, and some docking ports. Then, whenever I send something to that planet/moon, I usually spend the time to dock transfer stages and the like to the station rather than dumping them. So I tend to end up with a hodge-podge station with a TON of fuel reserves if I ever find the need for it. When 1.1 comes out and I do my OPM Grand Tour, I'll probably figure out an actual design for a large station core then go from there.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
PanzerAce replied to RoverDude's topic in KSP1 Mod Releases
Don't know if you ever decided on what to do with these re: CTT. But for node name, I'm surprised nobody has gone to the obvious: "Torchship propulsion" -
Man, played waaaaay too many hours of il2:46 back in the day...
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Play pretty much everyday. Not actually working on anything other than trying out various mods and building ships. Waiting for 1.1 before I do my hopeful OPM grand tour
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I imagine that they know EXACTLY who's in charge of their space program. And so their entire society moved underground for safety...
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
PanzerAce replied to Nertea's topic in KSP1 Mod Releases
Don't know what RF has really, but yeah, we'll have LF, LOX, LH2, Lithium, Zeon, Argon, and NSW.... -
orly? I don't remember that from the last time that I had MJ installed. I *personally* prefer doing everything by hand, but if MJ has the ability to lock the RCS out, I'll be installing it ASAP (well, once I'm not drunk and up waaaayyyyyy too late while I think about how to min/max a mining tug for my grand tour gigantor ship)..
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So....not sure where this should go, so I'll pop it here where the most people can see it and (hopefully) answer my questions. Two parter: 1) Is there a way either in game or in a config file to lock out the RCS from reacting to rotational commands? Building some larger parasite ships, and I've got more than enough torque to go around, but I either have to wait for it to be perfectly still before I activate RCS to do any translational movement to dock, or I have to burn simply absurd amounts of RCS fuel as SAS tries to hold it steady because the ships: 2) Have oddly located RCS thrusters. Nothing I can do about them (Using the MK2 expansion Hypersonic nose cone), and if I turn the front RCS thrust limiter down to the point that I can translate left/right without inducing a spin, I have FAR too little up/down thrust at the front to avoid flipping the ship. Is there a mod to dynamically control RCS strength, so that I don't have to worry about inducing rotation in a ship when I'm trying to translate it to dock?
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
PanzerAce replied to Nertea's topic in KSP1 Mod Releases
So.....what fuel is it going to be using? Are we going to get yet another fuel (NSW)?