Psycopyro
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Psycopyro replied to Galileo's topic in KSP1 Mod Releases
Hi, and thanks for that beautiful mod. I played in the past SSRSS, without any issues. I restarted a game with Kerbalism & SSRSS. and now SOI of Earth is weird. Limit is around half way between Moon and Earth. Is there something to tweak? Gamedata cleared, problem solved ! Thanks- 598 replies
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Completely useless but fun to design!
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Another journey in space:
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Psycopyro replied to sDaZe's topic in KSP1 Mod Development
I use that one: Values to be divided by 2.5- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Psycopyro replied to sDaZe's topic in KSP1 Mod Development
Thank you for that really nice mod!- 2,401 replies
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First thing is to adjust in your VAB thrust vs CoG. If any, set the thrust of your horizontals engines, to 0. you will only see the vertical engines thrust. Adjust precisely vectors. This is quite difficult with perspective and the tuning shall be sharp to avoid tilting. Two or more engines is better for stability, and panther are really good with its thrust vectoring. Do not forget reaction wheels, it helps a lot at low speed. You can add, a probe or a docking port to point top, if you use mechjeb, you can stabilize your ship pointing top. (It's a little bit tricky to switch back) Take off is a thing, but landing with a random CoG is another thing! http://imgur.com/gallery/879DL
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Lightest Eve Lander Challenge v1.1.x & v1.2.x
Psycopyro replied to Redshift OTF's topic in KSP1 Challenges & Mission ideas
What's the difference with that one? -
Post 1.0 - Lightest sea level* Eve ascent challenge
Psycopyro replied to KerikBalm's topic in KSP1 Challenges & Mission ideas
My entry: I optimized my vessel from my previous mission. 60.210 tons just before launch Version 1.1.2. -
Thank you guys,
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1.05 Intakes - Lets figure them out
Psycopyro replied to Right's topic in KSP1 Gameplay Questions and Tutorials
Actually don't know, I play since 1 year and physics change 3 times... I will try it. Edit: True on 1.0.5. I cannot even take off on 1.1.2. have to re-design that... -
1.05 Intakes - Lets figure them out
Psycopyro replied to Right's topic in KSP1 Gameplay Questions and Tutorials
12x Whiplash and 2x Vector That's works but it's a really pain to fly and to land such plane, I prefer my reusable engine for cost reduction http://forum.kerbalspaceprogram.com/index.php?/topic/105145-stock-payload-fraction-challenge-105-edition/&page=26 -
Hi guys, I present you my mission to EVE, Here below the summary: - Launch all vessels in KLO, except interplanetary vessel (launched for previous missions) - Refuel all vessels in KLO - Transfer to EVE - Rescuing Kerbonaut in ELO - Rescuing Kebonaut landed on Gilly - Conduct some gravity scan on Gilly - Creation of geosynchronous communication satellite - Land materials on EVE - Rover - Science and accomodation outpost - Ascent Vehicule - Proceed to exploration of 3 Biomes - Back to interplanetary ship - Back to Kerbin - Transform science to gold!
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Hi Kerbaunauts, Here my entry: This entry is not a record breaker, but more to share with you an concept that I used to transfert crews, landers and satellites to space station or interplanetary vessel. This is a mix between American space shuttle and Airbus Adeline. I guess category of that is unlimited, because I used Rapier in AirBreathing mode. Launch Pad: 351.638T Orbit: 46.5 T Payload Fraction = 13.22% Credit / Ton = 1180 This is improvable since the heat shield of engine, is a esthetic/realistic thing, and Mk3 cokpit is here to transfert crew, which is not counted here.