kerbarara
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Everything posted by kerbarara
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I'm so sorry, I totally overestimated the amount it could produce. It's working, your mod rocks!
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Edit: yes, it does. My Nom-O-Matic 5000 doesn't work. It doesn't consume fertilizer nor generates supplies. KSP 1.10 / LS 1.3
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@RoverDude It would be nice to have a planner in the VAB for supplies habitation and electricity! Are you planning something like that?
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[1.1.2] TAC - Life Support - Dev Thread
kerbarara replied to danfarnsy's topic in KSP1 Mod Development
Nevermind... -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
kerbarara replied to Starwaster's topic in KSP1 Mod Releases
Yep. 1.2, sorry. Edit. Do you know of the top what were the changes?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
kerbarara replied to Starwaster's topic in KSP1 Mod Releases
Hey, not asking/requesting/suggesting update... But anyone tried DRE in 1.3? Does it work?- 5,919 replies
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FAR HELP NEEDED!!! X-20 DYNA SOAR
kerbarara replied to kerbarara's topic in KSP1 The Spacecraft Exchange
Kraken ate my reply. It makes it unstable during reentry. It's not really needed, perhaps would help when landing to use the vertical as spoilers. And the vertical are angled already, to better fit the fairing. -
FAR HELP NEEDED!!! X-20 DYNA SOAR
kerbarara replied to kerbarara's topic in KSP1 The Spacecraft Exchange
I GOT IT!! It's not much in terms of functionality. The reentry vehicle is pretty ok from LEO though. More capability can come later in service modules with higher tech levels. http://imgur.com/a/0hPY9 -
FAR HELP NEEDED!!! X-20 DYNA SOAR
kerbarara replied to kerbarara's topic in KSP1 The Spacecraft Exchange
http://imgur.com/a/Dtb5l next try. It flies better, up until the roll all around and lose control at 20 km, mach 2 part. -
I tried to build an X-20 Dyna Soar inspired reentry glider that hopefully can handle a splash down. With the reduced part count of the beginning of the game. The first one really looked like it, but I lost control and began spiraling out of control even from SAS and reaction wheel (I even cheated electricity to see if it'd make a difference). Even with Deadly Reentry, the plane survived but had to activate emergency parachutes. This one kind of works with reaction wheel enabled and FAR assistance. But once it really is in atmosphere, I pretty much rotate again. Can anyone suggest a better design, or help me figure out how to build a stable reentry vehicle? I don't have that many parts at the moment or a grasp at FAR, but would like to get some space tourism going. http://imgur.com/a/UV7oX
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Hey Kerbals! I have finished my Duna Colonial Transporter, capable of taking 10 kerbals from low kerbin orbit to Duna surface and back, with USI life support. The rocket requires some infrastructure. Namely, it needs to refuel after the first launch and every trip in LKO by two rockets. Then, refuel in Duna surface for launch all the way to LKO (although some refueling might be needed in LDO). The duna refueling station will have all propellant already made and two Duna SSTO tankers by the time the Transporter arrives, so it's a pit stop really. However, I need help with the trajectory. How do I set up a trajectory that enables me to make a short stop and continue to meet Kerbin? I was thinking about launching it with an apoapsis a little over Duna's orbit, in order to intercept on the way up (from Kerbol), land refuel, launch, and return. But I'm having trouble with the return window. I don't want to have the Transporter waiting on Duna surface, as there will be a station there. Anyone have ideas? I will post a photo of all the transporter and infrastructure as soon as everything is ready.
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So, in a googling session I learned the best way to protect from high speed high heat reentry was to have a blunt reentry vehicle, so that a layer is built between the shockwave compressed air and the vehicle structure. However, the Minuteman III and other ICBMs payloads seem to be pointy and reach speeds in the thousands of km/h and temperatures of times the sun. How does it not blow up and melt before reaching the ground? The more details, the better!
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Is there a stand alone mod like Smart Ass?
kerbarara replied to Fenris's topic in KSP1 Mods Discussions
Where should I write that blacklist for mechjeb? On the ship save or in a different global file? -
Hey, I tried reading the wiki but I'm still a bit confused. What does the Home and Hab timers tell me?
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Why solar panels???? I keep forgetting them.
kerbarara replied to kerbarara's topic in KSP1 Discussion
[quote name='More Boosters']This is why it's always a good idea to disable access to at least one battery.[/QUOTE] What if I also keep forgetting the battery? This satellite/lander rocket I sent to Dres arrived after that LKO mishap with power. Then I noticed the missing battery, and the huge amount of energy the scanner module needs. (Anyone have any insight on how science is lost in incomplete transmissions?) [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] I have only returned from Mun and Minmus. Everywhere else, probe. But I do have a spaceship with a mobile lab orbiting Ike with a full tank and two landers. I'll bring that back to LKO for a SSTO sometime - or get it to another planet. -
Why solar panels???? I keep forgetting them.
kerbarara replied to kerbarara's topic in KSP1 Discussion
Thanks everyone! After 10 attempts getting to Dres (It's absolutely my limit in the current tech tree), I arrived and had no power. I... I... I used infinite electricity to rotate my craft just 30º. Shameful. -
Hey, I keep putting OX-STAT Photovoltaic Panels and forgetting about orientation. I just had to share that. Hello by the way.