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TheEpicSquared

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Posts posted by TheEpicSquared

  1. 1 minute ago, nascarlaser1 said:

    can someone create a kerbalism to stock conversion chart like thingy? I currently have 0 access to my mods (I may/may not have broke them all :blush:) and I also do not like kerbalism that much (tooo hard even for me) but I really want to join this, and I don't know how to build a good stock payload (or launcher for that matter) that wont kill any Kerbals onboard once it gets put into a kerbalism save.

    Well, l can't provide that info, but ask around on the kerbalism thread. They might be able to help. :) 

  2. 1 minute ago, Skylon said:

    Xarla-1:

    • Expendable
    • Two stage
    • Upper stage to be called the Xarla-1.3A
    • Lower stage to be called the Xarla-1.1A

    Xarla-1B:

    • Dual-Engine lower stage called the 1.1B
    • Mid stage added to be called the 1.2A

     

    Question: Do payload fairings have to be fixed? Or are they edited for each payload? If you plan to use procedural fairings, be aware I am using stock fairings

    They can be edited for each payload. Your rockets will be added to the OP when you provide a download link for them. :) 

  3. 17 minutes ago, Thor Wotansen said:

    I think the reason some of us find it complex is that we aren't familiar with some of the mods you are using.  I just downloaded Mechjeb and spent 3 hours trying to get mechjeb to achieve orbit with a rocket that I piloted to orbit just fine.  There are other mods like Kerbalism that I'm not familiar with, however I intend to read up on it.  I think the whole challenge might be simpler if it started stock, however that is simply my opinion and I'm happy to let you, the creator, dictate the terms of your idea.

    I see what you mean. I, too, think that some of the mods are... in-depth, to say the least. I guess we're all in the same boat. :wink: 

    The reason I included mods is because just stock feels really bland compared to everything you can get with addons. Mods would make it a richer experience, is what I thought. 

    This project will remain modded for the foreseeable future. :) 

    1 minute ago, KenjiKrafts said:

    Can you link me to this, and where do I sign up!

    Here you go: http://magico13.net:8080/job/Kerbal Construction Time Beta/

    If you want to sign up to be an LP, just post the name of your space company here and you'll be added to the LP list! :) 

    @53miner53 @Thor Wotansen @Brent Kerman

    Could you please tell me the names of your launch companies, so I can add them to the OP? Thanks :) 

  4. Just now, Brent Kerman said:

    I pressed post by accident, I meant with all the mods I need to download.

    I'm in the process of updating the OP with links to each mod. And you don't need to download all of them, just the ones you need for your rocket/payload. 

    If you do want to download all of them, you can use CKAN for nearly all of them. :wink: 

  5. 2 minutes ago, 53miner53 said:

    Is there any way I could raise the height of that to about 50km? would we be allowed to use custom mechjeb settings?

    Custom MechJeb settings are fine, just make sure I know what to plug in. Not sure how to raise the height of the gravity turn, though. Probably better to ask around in the MechJeb thread. :) 

  6. Just now, Brent Kerman said:

    Kerbal Konstruction time [1.1.3]. Can you put together a pack on somewhere like dropbox so we don't have to search for all of these? Half don't come up in forum search.

    Ah. A dev build of KCT works fine in 1.2.2.

    Due to licensing stuff, I might not be allowed to redistribute mods, but I'll provide a link for every mod in the OP so you can find them easily. :) 

    Just now, 53miner53 said:

    Anyone have any idea why mechjeb was pushing for orbital velocity at 35 km and nearly horizontal? I didn't change any of the settings on it.

    Probably because the rocket's out of the thick lower atmosphere by then, and so horizontal velocity becomes more and more important.

  7. 19 minutes ago, Brent Kerman said:

    OK, I will definitely make a new install, I will never remember what parts are from the correct mods. I notice you have Dangit and kerbalism, kerbalism has random failures already.

    Oh, ok. Thanks.

    4 minutes ago, Brent Kerman said:

    Wait, what version are we using here? Some mods are 1.1.3, others 1.2.2. I only have 1.2.2

    We're using 1.2.2. I've made sure every mod on the list works in 1.2.2. Mind pointing out the ones that you think don't? Thanks. :) 

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