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Everything posted by NateDaBeast
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New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
The CKCP tested one of their super heavy launch vehicles today! The Chernobog-S12! The payload was the Avangard Station Science Module. Here are some pictures below: So some bad news with a sprinkle of good news: Something happened with my save and has caused some issues for me that I cannot be bothered to mess/fix right now. So for now this mission report will be on pause and hopefully in the future I can restart it again. Being in college doesn't help either. I have most of the craft saved so I can always just resume later. Tantares and some other mods would probably be updated by then to include more parts/revamps. I will most likely have to reinstall the mods and KSP, and find out what was causing the issue. So sorry to those small amount of people who checked out this mission report. It was my first time so hopefully it was acceptable I may start another mission report that is more US based and modern, been kinda having an urge to do so but KSRSS is not updated yet :(. Not sure still though, only time will tell. So for now, consider this mission report paused. -
New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
The CKCP had another launch today! Todays payload was a prototype for future planetary orbiters to help make new discoveries! To help save some time, effort and money, the CKCP offered a contract to the neighboring country and their space agency the IKRO. The launch was successful, and only had a small issue during payload deployment. One of the solar panels was ripped off during payload deployment so science on the craft has been hampered. Not to worry though! The CKCP is always using each launch to enhance future payloads/rockets and fix any problems. Screenshots below (couldn't use ModularLaunchPads with the indian rocket mod for some reason so excuse that lack of a launch pad): -
It seems like you have a lot on your plate already for this mod and others! These are the only things I could think of off the bat so sorry if you already have plans to make them or not to: The OPSEK station that was cancelled (https://en.wikipedia.org/wiki/Orbital_Piloted_Assembly_and_Experiment_Complex) There is apparently a design for a lunar station (LOS), might be easier then the above one https://en.wikipedia.org/wiki/Lunar_Orbital_Station Future spacecraft (crewed resuppliers etc.) I guess for a final idea, maybe a probe or 2 for each update? Not sure of any planned probes Russia is making atm. Thats all I can think of at the moment, regardless congrats on the release and I can't wait for the future of this mod!
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New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
I believe its already bundled with Tantares latest release. If not download the github version. I remember there being new plumes supported by waterfall in the Energia update. -
New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
Yes! I believe waterfall is a requirement anyways with it. Theres some waterfall patches for tantares too that look really good! -
New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
Yes they do! Also, it is the Angara A5! From https://github.com/EStreetRockets/Eisenhower-Astronautics. Just went with what EStreet named his rockets because I am not that creative. Also this was gonna be an American game, but I really wanted to mess with Tantares and others because they're a bit more alien to me. When KSRSS updates I will probably do an American version! -
So glad for the release! Cant wait for the future updates!
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New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
With the success of the Youngstown A1 rocket, the CKCP has made the move to approve more funding for the rocket design and use it for future manned and unmanned launches. The CKCP has decided to use one of the variants of the Youngstown rocket for the main vehicle of manned transport, the MTS! To test their MTS, the launch used the Youngstown A5 rocket. This test proved to be a partial success, everything went perfectly except for reentry. The MTS suffered an antenna issue in flight after the very intense and heated reentry. Luckily the MTS's onboard computer was able to deploy the parachute without signal albeit a little bit too fast for manned reentry. This issue will be fixed come the next MTS launch, but is not a major issue as a pilot onboard would be able to deploy the parachute manually. Screenshots of the launch below: -
Using this mod in my save. Here are some screenshots using the new waterfall configs!
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New Horizons - A JNSQ Playthrough
NateDaBeast replied to NateDaBeast's topic in KSP1 Mission Reports
The CKCP has launched their first rocket of the New Horizons project! The Youngstown rocket family will be very instrumental for probe and some manned launches. This launch was also considered a test for the Youngstown rocket family. Below are screenshots from the launch of the Youngstown A1 with the KERB-COMM 1 satellite as its payload. It will help provide communications in the Kerbin planetary system. A few more are expected to be launched. -
Can't download the mod anymore for some reason Links no longer download....
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
NateDaBeast replied to tony48's topic in KSP1 Mod Releases
Soon^TM On a serious note, the last update on github repository was in November. This is just speculation, but I believe tony is just keeping it off site until its ready while he develops it. Find something to fiddle with while you wait and the time will fly by.- 1,946 replies
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- totm mar 2022
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Welcome to The New Horizons Project! This is my first Mission Reports thread (always thought it was cool to see peoples progress) , and I wanted to make one to post some cool screenshots of the game. I also believe that it will help me keep up with the objectives I want to complete and also help me stay committed. Time will tell... SETTING The New Horizons Project is an initiative by the Koviet Union, to provide further exploration of space, and hopefully a more established presence on more bodies in the Kerbol system. This intiative may benefit from cooperation with other neighboring countries to help see this idea come to fruition. MAIN GOALS Establish Research & Development Stations around various planets or moons Areas believed to be useful for chosen for colonization/studying should establish orbital and ground outposts Attempt to establish a system/planet wide capable Communication Network Establish Orbital Refueling Stations that can (hopefully) be restocked with resources on planets/moons Send unmanned exploration missions to ideal candidates for colonization and/or research purposes Research and Develop new engines, reactors, thermal systems and more to help propel Kerbalkind into a multiplanetary species PROGRAMS MOD LIST New mods could be added or removed later on. These are just the current mods. OTHER NOTES This will be a science playthrough. I will be using the cheat menu to unlock some of the tech nodes to avoid the early rocketry part of the game and try to get straight to the point. Feel free to make suggestions, CKCP is open to edit the goals of the New Horizons project
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[1.8.1 - 1.10.1] BoostGuidance v1.0.1
NateDaBeast replied to oyster_catcher's topic in KSP1 Mod Releases
Well I am glad you may do it in the future. I'm sure it would be popular as I don't know of any other mod that would land your rocket for you doing a belly flop. I do not know that much of modding, but maybe making it a separate mod may help with keeping the UI simple if that's a goal for you. -
[1.8.1 - 1.10.1] BoostGuidance v1.0.1
NateDaBeast replied to oyster_catcher's topic in KSP1 Mod Releases
Just saw this mod, looks really neat. One question though: How well would this work with a Starship-type vehicle for reentry/guidance? I'm not that good at doing the body flip for starship -
Okay will try this out and edit the post with results. EDIT: Appears to have worked! Thanks man!
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This update fixed an issue I had with trying to open up the item menu in the VAB for the MRK-5a Antenna, but it the solar panels for the MRK still wont let me edit them to close or open them
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Weird Red Line Coming From Vessel
NateDaBeast replied to NateDaBeast's topic in KSP1 Technical Support (PC, modded installs)
Yea I think this was it, went to bed after posting and not seeing it anymore. Weird because I went through and pressed like each of my function keys and nothing changed. Thanks for the help tho! EDIT: So after further investigation it is actually a mod issue. I have pin pointed it to be an issue with the latest release of Persistent Thrust from github. I tried just the one from CKAN but the issue with it is that it just does not let engines work unless you disable and reenable the engines of a rocket each time you launch them. Glad I am not an idiot! -
I have these weird red lines from from my vessel. At first I thought it was the aerodynamic overlay but it was not. In the images I posted it comes from the center, but on the lower stage of my rocket that has 4 engines. 4 red lines from each appear. I don't remember pressing a random button to cause this so my only idea is it could be something modding related. Which is also weird because I haven't changed anything, same mods and KSP version etc. Logs: https://www.dropbox.com/s/9k5ihn474vthi4z/Player.log?dl=0 Mod List: Pictures below: 1st shows it at full thrust (really any thrust amount it will show), 2nd & 3rd shows it with 0 thrust (a small yellow line in the middle of the engines) Gonna feel real stupid if it turns out I just pressed a random button that I don't know about. But that is better than a mod problem I guess!
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[1.12.x] Near Future Technologies (September 6)
NateDaBeast replied to Nertea's topic in KSP1 Mod Releases
Small bug with the Pandora command pod. There is a constant glow from the light regardless if it is on or off. I believe this comes from waterfall.