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Posts posted by Rory Yammomoto
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How much RAM does it usually use?
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When will we get that cool extending engine back? The RL-10 that we had just prior to the switch to cryogenics?
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Since everybody and their mother is submitting their Space Stations, let me submit mine:
If you could not tell, this is my space station, George. It has... things. Actual solar panels, a crew capacity of 4, and some lab experiments coming soon.
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1 minute ago, Kuu Lightwing said:
Actualy if I was more accurate with the landing they could have got back in orbit, dock with MOS II, refuel the Vinci a bit and get back to Kerbin. However, currently I'm sending another Vinci spacecraft to get them back. The landing module should be able to get the craft to surface, and Vinci itself is capable of returning from Mun. I'm playing in 2x kerbin, so in stock that would be much easier
A couple of questions:
- How did you get the thing up to the Mun? I can barely get my Titan-Leo up to LEO and dock with my Space Station at 300Km (I call it George). How did you get it to a point where it had enough to not only land, but also return?
- MOS II? you put a MOS around the Mun? Again, how? I haven't even gotten Apollo to the Mun correctly (I do attribute that to a reproducible human error problem, though) Did you send it up monolithically, or if you did make it out of modules, did you assemble around Kerbin or the Mun?
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6 minutes ago, Jso said:
Copy titan.cfg anywhere you like under GameData. It's slightly shorter, less fuel, a little lighter. The SM's dry mass is reduced with that oversized 300 MonoProp tank cut down to 100. What can I say, it works. It definitely makes orbit in 2.5x. This is with 100 MP:
OK. I'll chalk up the fact that I only barely made orbit with the SM to 'pilot error', 'expecting things to go like a Scout' and 'Jeremy Clarkson throttle'.
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23 minutes ago, Jso said:
Except for you apparently, I assume your using the github files. How much MonoProp is in your Gemini SM? There's a "better" titan in the extras folder that's a bit spunkier.
Half full. And if by 'better' you mean the Titan III or IV.... Oh wait.
How to install?
EDIT: Erm... this looks like a less powerful titan. Decreasing tank density... increasing the length, sure to make it heavier... You sure about this? Unless reading the comments, you are referring to the opposite of what I think you are... -
I am now playing BDB 'as it's supposed to be played' - on a 2.5x rescale system. However, with this, Titan II GLV is impossible. I almost always come up a couple of hundred metres per second short of the 3400 m/s for orbit. Any ways to mitigate this problem?
There is also another problem - the GLV seems a bit sluggish for a re-purposed missile. I think the weight is a problem - it's too heavy. -
2 hours ago, Cdw2468 said:
Do we get any post stream hype pictures?
no.
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4 hours ago, VenomousRequiem said:
git gud?
No.
But in all seriousness, if you aren't going to make all of the port magnetisms weak, why make this one weak? -
1 minute ago, VenomousRequiem said:
I need some BDArmory parts for the Atlas and Titan rockets plz
This I actually second. NUKES PLEASE.
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3 hours ago, CobaltWolf said:
Is this compatible with my obscure like support mod from 0.21?
What about my obscure life support mod from 0.16?
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300 pages already?
PS:On 2/3/2017 at 0:08 PM, tg626 said:@tg626 Where do you get those labels? do you add them in post, or is there a mod that adds labels? Either way, I'd like to know - it makes it look all official.
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8 hours ago, minepagan said:
Also, the "Manuel"(manual) on the OP has instructions on how to build each rocket, their in-game names, and an index telling you which rocket is which.
Actually, about that: can there be KSPedia (or whatever that in-game help is) support for that manuel?
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Just now, Drakenex said:
My dear eager friend, you can have them now!!, I've made them with Habtech + CX Aerospace
wow, I thought they were going in to BDB...
Sadly, I cannot run your mod and BDB at the same time... in the words of Scotty, 'the engine canne take it!' -
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dammit, you make my rockets seem tame by comparison.
This is the Hyper Scout: A scout rocket, but with six extra scout rockets glued around it. It can place modestly heavy crafts (750kg) into escape trajectories, at only √11,000 a pop.
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56 minutes ago, Jso said:
Between the first set of strapons separating and the second set's exhaust, I'm surprised the core stage survived!
I think I can do better...
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19 hours ago, Jso said:
It's part of WildBlueTools. I've never seen anything but a blue screen on those. You must need some other mod I don't have.
KAS? KIS? A little bit of Contares? Debian Testing?
19 hours ago, Jso said:Edit: You have the BDB icon twice on your pallet. That shouldn't be.
Edit right back at ya: I actually have it three times on my pallet. I think it's because I have just installed over existing folders.
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This wasn't here before I Git pulled.
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3 minutes ago, Jso said:
It needs all the flavor text written. Which apparently someone started - I'm not sue who.
I uploaded it last night. You'll need tweakscale obviously.
git-ing now.
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9 hours ago, Jso said:
Spy camera courtesy of @DMagic
I cannot get that part that small. Configs?
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26 minutes ago, CobaltWolf said:
...I have to finish the core. I might put it up and ask for suggestions on details for it.
just use the Atlas V texture for now, and change it later.
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
in KSP1 Mod Releases
Posted · Edited by Rory Yammomoto
I only have 8 GB in total... The low-quality configs help, right?