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Comatorium420

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  1. Can't wait to see the new vehicles, for now I use the AB launchers energia for my PPTS i made using TK parts.
  2. It seems the option to use blizzy's toolbar only also makes the blizzy's button completely useless, so to get the GUI back you have to re-install the mod. There definitely also is a problem with scrolling getting stuck, at first I thought it was random but it is obvious now that it is just because I was scrolling too fast so the part list would get stuck and need to exit - enter VAB to be set up right again. It only gets stucks with the left column as the categories in right column just never scroll fast and I always feel like an elderly trying to figure out how to work the scrolling on google. Anyway, It's not perfect but it is very useful as the stock parts listing mechanics seem to have problems even handling stock parts.
  3. First of all thank you for making my craft construction take 30 minutes less because of your great tools. I gotta add that parts with ''category = none'' often make the quickscroll mod bug, the part list gets stuck to those parts not letting you chose any other category or change page until you change scene. EDIT: Actually it seems like this bug does not happen without Filter Extensions, so it is either a bug with FE mod or a conflict between FE and Quickscroll KSP has always had trouble getting rid of the annoying mouse-hover collide-collapse bugs. Not quite sure why, probably an old bug that was outlooked as not annoying enough and it just got worst as stuff added to the game. A solution for that is to remove the launcher icon from stock (in the option of QS menu) and download the Toolbar plugin.
  4. Rejoice! you will now have to update your network every month!! Or do as I do, I got 6 Kerbin surface outposts with 6 crews with the super long range antenna and the RGU that turns it into a tracking station, 4 on the equator and 2 at the poles. In RL they call it the deep space network and they use all of the tracking dishes from all around the world although in RL we dont need to drill for substrate in the ground to get food P.S.: why the hell did you remove your 0.90 install in the first place
  5. It's funny today I though about why nobody ever got the idea of making an orbital decay mod and that If had any skill in programming I would. Well there you are, I bet the idea bugged you from the start when working on RL space station contracts wich count on orbital decay to determine launch windows and craft designs. Another great hit for more realism in KSP! Thanks, will test it right away.
  6. The russian space program killed all it's heroes trying to figure that one out... are you up to the task? Use more retro-boosting stuff, make you approach less steep, use multiple drag chutes, install FAR and make your own heatshield, jump out from your capsule and parachute your Kerbal. This stuff has been done by RL space programs and they took years to do so, take your time. If you have remote tech installed, remove it and use unmanned launchers to get used to the physics and maneuvers. This is a mod to honor the achievements of our space pioneers, stock KSP makes space travel look like a walk in the park. On Appollo 13, James Lovell performed a 35 seconds boost to correct a direct Moon return re-entry angle with the engine Gimbal off, no ASAS and no RCS, he used the frame of the earth in the window of the CSM to stay on course. Yuri Gagarin jumped out of the Vostok 1 capsule at 7km altitude because a human being causes much less dynamic pressure and atmospheric drag than a whole capsule (wich exploded seconds after he jumped). He went into space knowing there was no safe way back, the team who geared him up wrote that they had never seen him that scared. Now thats what RSS and RO is about
  7. I always put little 0.625 radial SAS that I offset inside at the bottom of my replicas (Because tail fins should stop the wobble but the Ares has no tail fin ), thats something I started doing when I made launchers using the Karbonite SRBs wich are just a wobble fest and it helped a lot, also making the core stage with small segmented tanks on top helps as the top tanks empty before the bottom and it makes your weight center dynamically adjust with your ascent profile, not sure how this could be implemented to SRBs tho...
  8. Oh My! Boxes that look like scifi ships in a lego-like form and with tweakscale compatibility. I'm using SXT since 0.90 ans I had never known about this mod, I'll try it on my old 1.0.2 install.
  9. First of all thank you for answering my question wich was ''Is TAC working on 1.0.4'' and it seems it is. Your bug... well isn't really a bug, it is but the thing is this is probably the Tourism Plus contracts and you cannot achieve the mission if there are no pilots on board. The amount of modding it would take to somehow convince KSP to not start a mission if it doesn't meet with a simple contract packs assets is just not worth the effort when you can just... well... do as the contract asks. The error message probably comes from the fact that TAC doesn't know what the hell is this bugged program that is Tito Kerman once a bad code was initiated. Usually if something bugs with the contract packs, the tourist gets XP and the mission is not complete, two errors at the same time might be too much.
  10. I play with linux 64bit and for some reason this mod makes the game completely unplayable, it drops down to 1 FPS. It worked perfectly with 0.90.
  11. Here is an SSTO design I made using your mod and is fully integrated in my career mode (my most efficient LKO orbiter). I called the crew variant the Intrepid and the Comsat deployment variant the Armstrong, they both have docking ports to fill it's 2,568 vacuum delta-V once in orbit. With a 20deg. 90km ascent profile there is around 1,800 delta-V left after circularization but the ascent is difficult and the timing must be perfect to prevent obliteration. With a 45deg. 100km ascent profile it has around 800 delta-V left after circularization and a relatively safe ascent. Re-entry is difficult as it must be initiated from a 71km stable orbit to reduce orbital velocity as much as possible, I also need to have almost empty tanks as I count on a high TWR for a quick re-entry burn. The aerobrakes are necessary or else the craft explodes everytime and maneuvers are completely impossible once atmospheric pressure started to work on your craft until speed is down to 500m/s at wich time you can switch the engines to air only.
  12. Here is my favorite launcher i made with Cryo engines and FTP. Delta IV-EELV1: The EELV1 gets around 50 tons into 200km orbit and 60-70 tons into direct Munar ascent. The EELV2 gets more than 100 tons (didn't have any heavier payloads) into 200km orbit, high orbit, direct Munar and Minmus ascent and still has enough to make the trip back or some sketchy transfer maneuver. All you need is a cryo engine and a crap load of fuel to get pretty much anything into orbit
  13. One of the mods I miss from 0.90 is the Landertek modular landers pack inside wich there was very thin octagonal fuel tanks, engines and decouplers. It enabled the design of ascent-descent stage landers without doubling the weight just in hardware. I didn't even build a multi-stage manned lander in 1.0.x as it seems almost impossible to make it more efficient than single stages. In stock solar system it doesnt change much but in RSS every single Delta-V that can be boosted by staging is precious. So my suggestion: thin fuel tanks that fits with a thin ascent and descent engine that is meant to go with the capsule your are designing but are tweakable to fit with other sizes. Anyhow I'm pretty sure this mod will kickarses like all your other mods
  14. Wow moderators are really efficient, I didnt even have time to see what caused the deletion of our messages haha! didn't mean to start any flames sorry! What I was saying is that Astrium will not work on the ATV anymore as they only do defense contracts and sold their patents to Lockheed and Excalibur wich will intend to use the parts for the Orion and Excalibur Almaz. - - - Updated - - - Speaking of the ATV, i got a serious bug with the Capella being 1.25m with 2.5m attachment nodes. At first it happened just when I launched it and changed scene, when I'd come back to the craft the core would be off scale but then it got permanently bugged along one of the latest updates. There are some mods that could tamper with it in the pictures (btw Ioncross and USI life support is a BAD mix) but I tried it on fresh install with only Tantares and dependecies installed, with and without Tweakscale and the Q tweakscale configs. I'm runnin on a linux 64 version with a LOT of mods but like I said the bug happens regardless of the mods. Is it a known bug with an easy fix that I have missed (If so, sorry for making you repeat yourself) or am I the unluckiest Tantares fan who has his favorite craft Fubar for some mystical reason?
  15. I love your mod, it fits perfectly with Necrobones SpaceY launchers. Here is a Falcon 9 i made and pictures of a commsat deployment mission using the Rodan. It costs 64k from wich 52k is recovered.
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