

SteveD80
Members-
Posts
119 -
Joined
-
Last visited
Reputation
25 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
SteveD80 replied to IgorZ's topic in KSP1 Mod Releases
Feature request: I would like ability to lock the connectors on RTS-1 Resource Transfer Stations with a hot key. I find that the game is more stable if I don't leave the lines lying on the ground and it would be nice if I could retract them with just a key press. I hope this is an easy to implement feature that you like, but in any case thank you very much for your hard work. These mods greatly enhance my play experience -
NavHud seems broken in 1.8, and plans to update?
-
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
SteveD80 replied to TriggerAu's topic in KSP1 Mod Releases
Kerbal Alarm Clock seems to have a bug setting ascending and descending node alarms in 1.8 -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
SteveD80 replied to politas's topic in KSP1 Mod Releases
I would love it if the "Launch KSP" button disabled itself after clicking it for 5-10 seconds -
I have built a gas station at Minmus and Ike. I think I have also built a ferry capable of flying between them with enough delta-v to ignore transfer windows. And so my question is: Should my ferry leave Minmus/Ike directly to interplanetary transit, or would it be better to get close to Kerbin/Duna before departing?
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
That's about what I'm doing without FAR. On heavy launches I have a tenancy to have nearly a full Kerbodyne S3-7200. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
SteveD80 replied to cybutek's topic in KSP1 Mod Releases
Can anyone give me a rule of thumb for atmospheric delta-v to get to orbit. Due to the limitations of the transitional version I have been arriving in orbit with far more fuel than I would like to. -
Purpose of Puff Engine
SteveD80 replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
I toyed with using puff's for my last stage on crewed vessels. And I will use them if I want extra thrust on a monoprop only vessel, but more often than not I just use RCS thrusters on those. -
I'm not worried about the assent, the airbrakes and fins are attached in such a fashion that they are jettisoned prior to take off. Though on another thread someone suggested sticking an extra heat shield on top to act as a counter balance for drag. I vaguely remember reading about a mod that allowed the shielded docking port to be used as an attachment node in the editor is this (still) a thing? Edit: I have been unable to get the rear facing landing to work. I am currently trying prograde entry and am getting further. Is there anyway to attach to shielded docking ports in construction? Is there anyway to stage docked components (I want to carry up the heat shields on the bottom of my lander and move them to the top, and then ditch them through staging when I open my parachutes)? Also, are there any stock fins with a heat tolerance greater than 2400K?
-
Well I've gotten rid of 5 heat shields and added 90 airbrakes and am still having problems. I will read through the thread you linked.
-
I am trying to make an Eve lander. I am testing it with Hyper Edit. It will finish landing and return to orbit, but currently it flips at around 3000 m/s on descent. I am thinking that I should fill the bottom tank; it is currently empty and exists to provide a launch platform. http://imgur.com/a/YbK3M
-
Building an Eve landed I have come across two minor changes that I feel would be helpful to many. 1: Make stages collapsible, similar to sets of decouples and engines, but add it to the entire stage. I have lots of parachutes on two separate stages and lots of engines on other stages, construction would be much easier if I could collapse stages that I am not working on. 2: Adjust explosions to be somewhat more realistic. Empty fuel tanks should not explode when they hit the ground.