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Everything posted by legoclone09
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Yeah, but the Stayputnik kind of has to be that size so it is reasonable, and it's already the smallest size in the stock game. I could whip up a MM config to do this, though.
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[RSS/RO/RP-0] Soviet Engines playthrough (Hard)
legoclone09 replied to NathanKell's topic in KSP1 Mission Reports
Awesome Mars landing! I'm really loving these reports! -
Yeah, there's already a thread for it. I don't think many people play it too much anymore, I personally think it was ruined after Miniclip bought it and added in-app purchases.
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Awesome work! I can't wait for the release!!!
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- totm march 2020
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You Know You've Kerballed Too Much When...
legoclone09 replied to GreeningGalaxy's topic in Forum Games!
When you are me. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
legoclone09 replied to nightingale's topic in KSP1 Mod Releases
Yes, I was talking about Free Ice Cream. And it does say 30 days, just checked. -
[REQUEST] Anyone up to making high quality RD-107/108 engines?
legoclone09 replied to a topic in KSP1 Mods Discussions
I think Lack's SXT has a RS-108 without the fairing. Not sure, though. -
I have a suggestion I think would make early career more challenging. In a good way, though. We can increase the Mun's inclination to 3* and increase Minmus's to 11*. Comment what you think about this!
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
legoclone09 replied to nightingale's topic in KSP1 Mod Releases
By the way, is a month a full orbit of the Mun or 30 days? -
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
legoclone09 replied to hoojiwana's topic in KSP1 Mod Development
@hoojiwana Never mind, since I am terrible at UV unwrapping, so can't really do anything. -
I edited one on about page 12, it was a great job and I think it looks a lot better now that I edited it.
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I like the progress, and we should use the CTT but with Yemo's Unmanned before Manned because that has probes first and manned, space-grade capsules later (45 science node). It would only need a bit of moving around to get the tree configured for the mods we have.
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Kerbal Space Agency - 64k Mission Report Series
legoclone09 replied to legoclone09's topic in KSP1 Mission Reports
After the KSC employees got a night's rest, they noticed a contract to test the LV-10-37 'Rearguard' Liquid Fuel Engine. Since they wanted to get off to a good start with Kerbodyne, they accepted it and also decided it was going to propel an upper stage soon for the first orbital satellite. Before the engine test was done, we decided to hand out free ice cream, to give the few Kerbals attending the engine test something to do while they waited for the engine to fire. On Day 5, 7:11 the engine and testbed were rolled out to the pad, and the test would commence a few seconds after it was rolled out. The test was a success and Kerbodyne awarded us the Funds and Science they promised. It was a good week for the space program. Nodes Researched: General Rocketry(20 Science)Stability (15 Science) -
Kerbal Space Agency - 64k Mission Report Series
legoclone09 replied to legoclone09's topic in KSP1 Mission Reports
On Day 2, 6:09 AM the first rocket, the H.A.L.T. 1 was launched. HALT stands for High Altitude Lifting Test. 50 Science was gained in all, and at the end of the flight the space program had 50 Science and 132,964 Funds. Nodes Researched: Basic Rocketry (5 Science) Engineering 101 (5 Science) -
Kerbal Space Agency: Well, I've finally got the incentive to start mission reports. I've got lots of mods running on Linux 64-bit, with lots of visual enhancements. I'll try to update this at least once a week, usually on weekends. Here are the reports: Here's the modlist: Here's the difficulty and the KCT settings:
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Awesome! I really loved it!
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Maybe up the Soyuz launcher to 1.5m for sizing?
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
legoclone09 replied to nightingale's topic in KSP1 Mod Releases
Awesome! This goes into my 64k install! -
Nuclear Fission initiated fusion
legoclone09 replied to legoclone09's topic in Science & Spaceflight
Yeah, the fission reaction would use less electrical energy than the reaction outputs, and it would only need to be used when you first start the reactor. -
@KasperVld I noticed that at the bottom of the forum it says this: ©2015 Squad S.A. de C.V. It hasn't been updated for 2016 yet. Just pointing this out.
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Nuclear fusion needs lots of power to start it up, so why not use a smaller fission reaction to initiate a controlled fusion reaction? Would it be possible? Or would it explode like a fission-initiated nuclear bomb, or would it need the thingy that is in between the fission and the fusion part of a nuclear bomb that the government hasn't told us what it is? EDIT: I mean using a nuclear fission reaction to jumpstart a nuclear fusion reaction, like for civilian or industrial power for home/business electricity.
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I call my initial small probes Thunderbolt, then for everything else I use a random name generator. Or a terrible pun, like a B9 S2 shuttle called S2huttle.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
legoclone09 replied to Yemo's topic in KSP1 Mod Releases
Thanks @Yemo, and also my reliance on MJ will end now that KER is back on CKAN. I'll see how the balancemod effects my career save, can you tell me what the fuel tank balances do? I assume they reduce dry mass to be in-line with Procedural Parts.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
legoclone09 replied to Yemo's topic in KSP1 Mod Releases
Can someone please tell me the exact changes the balancemod does? I'm only using unmanned before manned so I'd like to see what it does exactly before installing it. Thanks!- 2,515 replies