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Everything posted by Combatsmithen
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Holy crap. So this guy, is basically building a REAL LIFE IVA that he will use to fly VIRTUAL spaceships but like he is in the REAL THING. You sir need to mass produce and sell these!
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Good job!!!!!!!!!!! Except the youtube link doesn't seem to work. Had to copy and paste it into the search bar to find the video
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Rethinking KSP's career mode
Combatsmithen replied to Rombrecht's topic in KSP1 Suggestions & Development Discussion
Try realism overhaul with RP-0 -
Hello! And welcome to my youtube channel! I recently started making KSP realism overhaul videos! I am a small channel and slowly growing for almost a year now. I started out with War thunder and gradually shifted to KSP and From the Depths! So without further ado. Here is the beginning of my series! I will post all my videos here on the original post. [Episode 1] The beginning of a space program [Episode 2] Science to get more science [Episode 3] Technical Difficulties [Episode 4] More Technical Difficulties. (no commentary) D: Software didn't record mic sound. [Episode 5] Reaching Higher [Episode 6] Building Bigger [Episode 7] FIRST STEPS INTO THE DEEP VOID! [Episode 8] Sat 2 Construction [Episode 9] CRASHTASTIC! [EPISODE 10] Crashes galore!
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Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Ok ill try that then. I have 4 way RCS for rotation in a tri-symmetry setup. Im also going to start making a realism overhaul series on my channel! Im going to sub to you sub back if you like -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
The linear nozzles? -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
I haven't had issues with decaying orbits. But sadly I don't have 5 way RCS unlocked yet. Or reaction wheels. I was thinking that if I had reaction wheels I could rotate the craft with them and just use RCS for the translational controls -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Ok I have a problem. I have a polar orbit satellite that requires an apoapsis less than 704,849 meters, a periapsis more than 702,130 meters, and an inclination of EXACTLY 90 degrees. The problem is every time I adjust my inclination to EXACTLY 90 degrees, it lowers my orbit. Which in turn to raise the orbit I have to rotate the satellite using my RCS, but then by the RCS thrusting is messes up the inclination again. So there is literally no way to complete the contact. And its worth a lot and expires in about a 1 year time. Its not even like they give you a margin of error. It has to be 90 degrees and THATS IT. Not 89.999 or 90.001. EXACTLY 90 which is why its IMPOSSIBLE. I have a picture of the contract and the vessel. But Imgur doesn't want to work. -
ah, that would be why, i didnt have a chance to run the game when i installed it
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I can't find the config to change to blizzy's toolbar because my stock one is so crowded since I run lots of other mods.
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[1.1] Trails - Standalone Gemini Spacecraft [Released!]
Combatsmithen replied to Beale's topic in KSP1 Mod Releases
Is this mod set up for realism overhaul/ Real solar system or is is configured for stock. Because I don't want to have an excessively heavy or a too light to be realistic pod -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Thanks for the advice. I have learned ALOT since I last posted this and I have zero problems getting to orbit now, but I've been focusing on more orbital missions lately and have successfully placed 2 kerbals in orbit so far. I'm going to launch a third one later today to complete a contract that is to stay in space for 1 day and 3 hours. I just got new engine technology and i'm researching some better solar panels, and I also begun research on mature orbital rocketry. -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Combatsmithen replied to SpaceTiger's topic in KSP1 Mod Releases
. I know that. but you said an addon LIKE science alert. not science alert itself @drhay53 -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Combatsmithen replied to SpaceTiger's topic in KSP1 Mod Releases
What is that addon called? -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Combatsmithen replied to SpaceTiger's topic in KSP1 Mod Releases
Quick question. Will this work while i timewarp? Because I notice that as I timewarp the little icon vial stops bubbling -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
The margins are very very tight though. and the rocket is pretty expensive, 20k per launch, and takes a year to build with a VAB at .95 build speed -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Read my post above, I edited it -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Yes I read through the whole thing, but I started my rocket from the ground up again. And I finally got one capable of at least getting an intercept with the moon. provided the right conditions. -
Realism Overhaul Discussion Thread
Combatsmithen replied to NathanKell's topic in KSP1 Mods Discussions
Can somebody help me with this? I have a lunar flyby and lunar impact contract that both expire in a year, and if i complete them i get big bucks. But i'm struggling to build a rocket that has enough delta-v to get to the moon, and not only that, but a high enough thrust to weight ratio to actually circularize its orbit before it falls down. I have went through 5 different designs already and ran countless simulations and I cannot seem to get any of them to work. The first stage is 3 LR-87 engines and 10 Procedural SRB's with a 10 meter length and 60 second burn time, the SRB's decouple as it hits Mach 1. Then the first stage ignites the other 2 LR-87s that are kept unlit until the SRB's decouple to prevent it from over accelerating. But then by the time the first stage burns out I have only 1500 meters per second velocity and ALOT of altitude, too much altitude. Then I use my second stage to accelerate me past 3500 m/s and raise my apoapsis to 500km or greater. After the second stage is gone I have a procedural SRB with about 900 M/s of velocity and it is supposed to give me a quick boost in velocity to help me circularize. I fire that at Apoapsis. I then fire my AJ-10 which has a fair bit of Delta-V, but has an abysmal TWR, and its not even propelling that large of a payload at that point. I fire it for a good 5 minutes until I enter the atmosphere and I barely make a dent in my orbit and hit about 7000 M/s. Then I burn up in the atmosphere. Can someone give me some basic guidelines of how large my rocket should be, how much delta-v I should have, what kind of engines should I use, how large should my stages be and how many stages should I have, my TWR on each of those stages, and what my launch profile should be? Here is a photo of the rocket. The gamma-2 is something I just added and that I didn't test yet and I dont have time to test it now, but my guess is that it still wont work. http://imgur.com/DQyhxPo -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Combatsmithen replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Yep, the landing gear was derpy. I now have a supersonic X-1 style craft in RO! Thats how far I have progressed since switching landing gear! DERPY LANDING GEAR CAN HOLD ME BACK NO MORE!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Combatsmithen replied to ferram4's topic in KSP1 Mod Releases
Ok. I have the retractable ones, ill try those later- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Combatsmithen replied to ferram4's topic in KSP1 Mod Releases
@ferram4 This is the problem im having, everything is symmetrical so i don't know what it is- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Combatsmithen replied to ferram4's topic in KSP1 Mod Releases
that might be my problem, ill slap some bigger wings on tommorow. im off for tonight- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Combatsmithen replied to ferram4's topic in KSP1 Mod Releases
@ferram4 I just want some basic tutorials on making a stable aircraft. Right now I can't even take off because I get this weird yawing motion as I go down the runway which causes me to lose control and flip. The gear is aligned and the aircraft is perfectly symmetrical. I am very very good with stock aerodynamics and I'm not new to planes in KSP. Getting some tutorials on what all those numbers mean in the sim window would be great, right now I just move wings and stuff around until all the numbers turn green, but I've never gotten a plane to fly due to that weird yawing motion I talked about earlier.- 14,073 replies
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