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Jimbodiah

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Everything posted by Jimbodiah

  1. Euhm, are you asking us for more modelling work? The only nose cones I can think of are the stumpier Titan III booster and the long pointed slanted Proton tips (although they are not separate boosters, you could build a replica that way if you just don't add the decouplers. But that is all just nitpicking at this stage; maybe someone else has a nicer suggestion. Here is a poster with a LOT of rockets... LINK btw: is the black vertical strip down the side of the booster supposed to go on the outside, or is this the mount that is supposed to attach to the main core?
  2. Mwuhahahaha Thanks! It's just fun to launch rockets when you can make clean separations with the new decoupler and match different stages with the fairings. Really love building rockets that resemble the real thing, or at least look like something that would have been built in the real world. I'm a big scifi fan so I love my Near Future ships as well, but combining real-world and sci-fi is why I still enjoy playing this game. I could not imagine building stuff like I do without your mod. I think Squad could take an example from you and implement some modular tanks in 1.1, I have no clue why this was not included to begin with. Next to tweakscale and SSTU, there are no mods that I can think of that have sizeable tanks (maybe Proc Parts). Re the SRBs: The nose cones look fine to me, they tend to be just plain white in the real world, so not much to work with. As for the nozzles it's hard to say, the plain nozzle from the Delta and Atlas are not detailed IRL, so I think not much can be done there, and when the textures are added to the Shuttle/Ariane nozzles, I think they will be quite detailed already.
  3. Is there an official topic on stuff they are implementing in 1.1 somewhere?
  4. Hmmm, I will check, should only be stock + sstu. Does it say which part when you load it anyway? Ah wait... There was a small SSTU update just an hour ago as the J2X cluster was not added (I made one myself so my craft worked, the new SSTU version also has the J2X clusters now). You may have to re-download. These builds are fresh as can be from the new version
  5. Ares I, Ares V, SLS and Delta IV updated to reflect new SSTU version and nicer finish. Added Jupiter III craft.
  6. LOL. Any real-scale looking build tends to be enough to send the payload to Duna, instead of just LKO I'm updating my NASA Rockets topic with the new builds. These rockets look better every time I build them! LINK
  7. Sstu released a new version today, so I will rebuild everything and post here soon. There are now RS68 and J2X engines in the mod, so I can use the correct engines now. I also have a Jupiter III monster lifter.
  8. Download it again, I changed the sizes and added the SLS and Direct mounts to some models. I've also done a PR on Github for Mage to implement it. I'm working on a cluster for the Merlins right now and might make one for the H1, but seeing as those are only place holders, I will only offer a download link (no PR). Link to J2X, H1 and Merlin clusters: download
  9. Base sizes may be off, I only did a rough copy of the J2 into a J2X, will spend more time on it tomorrow together with the Merlin clusters.
  10. Mage, these things look awesome!!!! Playing around with them now, really amazing looking! And so far they all seem to stay staight upon jetissoning @davidy12 The old SRBs will indeed be removed. The new J2-X clusters
  11. I think a lot of things are broken with the new update I'll make some new ones tomorrow.
  12. Verniers on the 2nd stage also work nicely. I copied the LFO one into an LH2/O version.
  13. How come? I launched plenty of them with standard boosters. Ascent is less than optimal, but it works.
  14. Regarding realism in changing the CoM... You do realize that little green men are flying these ships in a physically impossible solar system, right? Not to mention the countless other aspects, features and bugs just in the stock game. The CoM adjustment just compensates shortcomings elsewhere to help the gameplay a bit by not destroying the main core upon seperation in certain situation (and just look better in the others).
  15. Offsetting in the RBDC will not work as you can not pick up the part from a position not in it's center (if you do the part will just snap to center anyway. And if you offset with the tool, then chances are high the booster will wobble in the decoupler as an extra offset will be created by the tool in how far the booster is from the center of the ring. We'll have to see what Mage comes up with. Anyway, it's a solution that works right now with SRBs and LRBs.
  16. I have just been playing with CoM on boosters to get the to seperate nicely without them flailing around like a [insert metaphor]. Perhaps this is something to implement with the Modular Boosters? CoMoffset at default (0,0,0) https://www.youtube.com/watch?v=XKXbX-5t6Xk CoMoffset at 0,15,0 https://www.youtube.com/watch?v=a4xBdL0A1WQ This might stop smaller boosters from flipping into the back of the main core without needing to endlessly finetune the thrust of the seperatrons.
  17. That was not a quote from me. There are definitely new unread messages, as the bold print on the NFT subject shows. But when you click the subject, it goes to the first post in the thread.
  18. Show direction of orbit on active and target vessels, as on satellite contracts Show altitude and velocity together, and on map view as well Place navball somewhere else but the center of the screen Fix issue with Kerbal portrait drawings hugely slowing down fps rate Kill the Kraken already
  19. Right now if you have a list of followed topics, when you click on the thread name you are always taken to the first post. Would it be possible to jump to the last ppost instead so you can see new entries instead of having to manually go there every time? That would be great to have.
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