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Everything posted by Rocketology
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[1.5.x] Engine Tweaks for Making History [Deprecated]
Rocketology replied to Tyko's topic in KSP1 Mod Releases
Kill the Poodle. Period. Then shoot it again until all available ammunition has been depleted, just to be sure. Then quarter it and and bury the corpse parts at the 4 corners of Kerbin to prevent resurrection. Seriously, the Poodle model is so bad, that the very first mod I looked for when playing KSP was something that fixed it, a la Ven's Stock Part Revamp. @Tyko Awesome work on this! As someone that tested MH, this is more inline with some of the suggestions I made to Squad. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Rocketology replied to Thomas P.'s topic in KSP1 Mod Releases
Please don't go on the forums and ask mod authors to update their mods as they have real lives, real jobs, real family etc. and are contributing their talent to the community with free time for free. Mod authors do not owe anything to the community, but we who use those mods owe them. Consider donating to those authors and be considerate and patient. They are fully aware an update was released and will get to their mods if/ when they feel like it.Don't be "That Guy". Asking a mod author to update is like a kid in the backseat of the car constantly asking "are we there yet?" -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Rocketology replied to Pak's topic in KSP1 Mod Releases
I have used it, the screenshots above are from a year and a half ago. Here are more current ones! ;-)- 2,345 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Rocketology replied to Pak's topic in KSP1 Mod Releases
@Pak Awesome mod! Thanks for stopping in and hanging out in the stream! Here's some eye candy of your awesome work in action! ( @Galileo 's Planetary Perfection with @Poodmund 's epic Calm Nebula Skybox - GPP Save 001)- 2,345 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Rocketology replied to ferram4's topic in KSP1 Mod Releases
Please don't ask mod authors to update their mods as they have real lives, real jobs, real family etc. and are contributing their talent to the community with free time for free. Mod authors do not owe anything to the community, but we who use those mods owe them. Consider donating to those authors and be considerate and patient. Many times by reading through the last few pages you may come across "interim fixes" such as on this mod and in some cases, the previous version may still work just fine. Thank you for your understanding!- 2,647 replies
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@NESD Don't take this the wrong way, but I think I LOVE YOU! :-P Thank you for creating this!
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Anyone mad about mods keeping up with latest updates?
Rocketology replied to Conric005's topic in KSP1 Discussion
Please remember mod authors don't get access any sooner than you do. They also have real lives, real jobs, real family etc. and are contributing their talent to the community with free time for free. Mod authors do not owe anything to the community, but we who use those mods owe them. Consider donating to those authors and be considerate and patient. -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
Rocketology replied to OhioBob's topic in KSP1 Mod Releases
There are there now! Enjoy ;-) Yes, with GPP, GEP, and OPM installed, it's 3 stars and 55 celestial bodies to visit! 55 Planets/ moons and 3 stars!!!! -
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
Rocketology replied to OhioBob's topic in KSP1 Mod Releases
Grannus - Red Dwarf Star Taranis - Planet 1 Nodens - Planet 2 Belisama - Moon 1, Nodens Sirona - Planet 3 Airmed - Moon 1, Sirona Brovo - Moon 2, Sirona Damona - Moon 3, Sirona Epona - Planet 4 Rosmerta - Moon 1, Epona RAB-58E, Moon 2, Epona Cernunnos - Planet 5 Congrats @OhioBob and Team Galileo for adding more epicness to the already epic Galileo's Planet Pack! Awesome work!- 426 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
@Galileo I haven't had much time to check out other streams lately, so today I noticed the majority of KSP streamers on twitch are now doing GPP :-P Shows how awesome this mod truly is!- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
The Comms should be scaled with it, but check the settings menu and increase range by the scale amount and see if that improves it. Also, if using Kerbal Konstructs, it removes the ground stations other than the Tracking Station so if you don't have line of sight you won't have control.- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
If have never played with Real Scale, Real Solar System before, jumping to this scale will be an eye-opener. As most of what works at stock scale won't work very well, if at all so you have to relearn most of what you thought you knew. Using SMURFF can take the edge off of going RO/ Real Fuels as those make KSP, arguably, a different game. Plus, those are intended to mimic human space flight and with GPP, well, they are Gaeleans! And much of RO is written specifically for RSS so will require quite a bit of .cfg editing to work as intended. Stop by my stream any time if you have questions!- 7,349 replies
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I need to remember my monitor is ultra-wide so for me all of the text is next to the image. Thanks for the reminder!
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I am not a shuttle guy either, I prefer SSTO's for low orbit but this was an idea floating in my brain for a while and since many do like shuttles, why not make a better one? Plus they are more of an engineering challenge.
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Here is the max envelope flight sequence: Ready for lift-off! (Has 3 full large ore tanks totaling 51 tons of payload.) It really needs a launch tower.... And we have lift-off! Pitch and roll maneuver! (Arguably the most difficult part of the ascent due to CoM off-set and non-gimbaling SRB's.) Clean booster separation! Secondary roll complete! MECO and ET separation! Aerospikes burning for orbital insertion! (Aerospikes don't gimbal either, the upper set are angled to 10 degrees above horizontal and the lower set to 5 degrees.) And we have orbit at ~250KM! Go for payload deploy! Preparation for reentry burn! We have contact with the atmosphere! (Plasma trail by Reentry Particle Effect mod.) Finally slowing down! And right on trajectory! Pattern approach! (Always aim for a slight overshoot and do a pattern approach, much easier to correct than an undershoot, especially if unpowered like this.) On the base leg preparing for final approach! On final! Wheel Stop! Top down view showing her sleek lines! Baby Got Back!
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It flies great if you don't use SAS for the reasons stated above. I tried to balance it out but since the SRB's do not gimbal and the only reaction wheels on it are in the cockpit and probe core but SAS excessively over corrects into complete loss. It is easier to fly manually, especially if you have a joystick or if you use Atmospheric Autopilot. Aero-control surfaces are inactive on ascent so you have to remember to program them prior to re-entry. Roll and pitch are completely controlled by the Vectors/ cockpit reaction wheels. (I rarely use extra reaction wheels on my vehicles unless it's a VTOL as you don't have much choice.) The SRB's are actually 9 Kickbacks on both sides as it's the only way to get enough power to balance the 3 Vector's. The SRB's are thrust limited, off-set in pairs, so it mimics thrust trail-off and makes the control much easier as they start to burnout just as loss of fuel mass starts to push TWR over powering the Vectors. It is set for max payload so you would need to re-tune based on payload mass. I plan on making them sub-assemblies tuned for different weight classes to make that easier. Re-entry, even from 250KM is uneventful and has great cross-range ability if empty. Re-entry at max payload is also smooth, but you have to re-enter with a higher AoA or you won't slow down and cross-range ability is obviously less and requires a more "shuttle" like high speed approach in order to be able to flare.
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Anyone that watches my stream knows I am more a spaceplane SSTO guy than a shuttle guy, but for you shuttle lovers out there, I think you will like this. It is not meant to be a NASA STS analogue but more a Kerbal version of what STS 2.0 could be. It is stock, but so much easier to fly using Atmospheric Autopilot in Rocket Mode as stock SAS has a major issue of over-correcting itself into a never ending oscillating roll. Or, with enough practice, pure manual flight. It can put more than 50 metric tons into a 250KM orbit and return. It can re-enter stable with 50+ tons of cargo as well, but you will need to practice approach and landing as it doesn't want to slow down and you have to keep about 3 times the velocity vs. empty on approach in order to flare properly. I created this and many other vessels on my stream https://go.twitch.tv/rocketpcgaming Here is the Advanced Orbiter + Stack: https://kerbalx.com/rocketpcgaming/Advanced-Orbiter-+-Stack (The mod Kronal Vessel Viewer takes the blueprint screen shots.)
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
Also Wild Blue Industries M.O.L.E. uses the ASET props as well.- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
Those two are primarily Ven's Stock Part Revamp (which mostly re-textures stock parts and adds a few, KW Rocketry, FASA (the launch towers) and Wild Blue Industries - Buffalo Rover & M.O.L.E. And then of course their dependencies. I have a ton more mods installed, but that is where those are from. @Poodmund Awesome stuff, Sir! That ALCORS is HAWTNESS! Use 1.3.0-6 for either GPP 1.5.0 or 1.5.1 ;-)- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
The Real Scale Gaelean Space Program Career update: https://www.twitch.tv/rocketpcgaming Some shots of first manned orbit around Ceti: Crew module w/ transfer stage (1 of 2)... Crew module w/ transfer stage (2 of 2)... View from the cockpit... Galileo taking the first space walk in Ceti orbit... Here are shots from our first manned landing on Iota. Not enough tech for an Apollo approach so the crew module and lander were launched separately, lander first, then the crew vessel; rendezvous in Iota orbit. Launch of the lander (1 of 3).... Launch of the lander (2 of 3).... Launch of the lander (3 of 3)....Just gorgeous! Transfer burn 1 to Iota for the lander... Launch of the crew vehicle... Rendezvous and docked with the lander in orbit of Iota... The decent burn... Preparing to land... Footprints, not craters... Ascending back to orbit to rendezvous with the crew vehicle... Almost home...- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
Any contract pack tied to any stock celestial will not work for obvious reasons. But what isn't so obvious which packs are; GAAP for example is obvious, others not so much. You can always look through the .cfg files on the packs you want and edit them to GPP, for personal use... EDIT: You can also always use Galileo's own Play Your Way Mod- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
You Sir, are a God among men!- 7,349 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rocketology replied to Galileo's topic in KSP1 Mod Releases
I haven't messed with jet engines on Tellumo, yet, but what are the curves in Advanced Jet Engine? Do they continue beyond 1 atmo? If so, the work is already done and just needs to be borrowed, if possible.- 7,349 replies
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