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Everything posted by notJebKerman
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
notJebKerman replied to JPLRepo's topic in KSP1 Mod Releases
Is it possible to start using this mod after starting a save? I still have the tracking station at level 1 so, from my previous experience with this mod, observatory should still be locked.... -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
Thank you! However, that was 6 months ago and a bunch of other parts were released since then but no updates on IUS...- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
It looks great! Can't wait to fly it (and, since I'm using KLF, not risk to kill Kerbals on every launch). Btw, is IUS still planned? Deployenment mechanism would be great for BDB's Centaur and Transtage, since they were originally meant to fly on the Shuttle too.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
Are you planning to add a built-in airlock to the Block-II cockpit, similar to the one flown on most of the shuttle missions?- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
Amazing! Will it be possible to return the cabin to the launch site after an abort and land on the runway?- 2,351 replies
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
notJebKerman replied to CobaltWolf's topic in KSP1 Mod Development
Black arrow is great. But launch site has some issues caused by... well... I guess global warming is a thing on Kerbin too? -
Manned Munar Transfer Vehicle prior to the capture by the space shuttle Columbia
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
notJebKerman replied to CobaltWolf's topic in KSP1 Mod Development
In stock or a scaled up solar system? With Tantares, solar system has to be scaled up in order to achieve any form of realistic capabilities. Is it the same with this mod? Btw, if anyone wants to use the 3rd solid stage before it's released here, it's included in SXT parts pack and it fits in quite well with the current Black Arrow parts. -
Great! Right now there is no mod that would offer anything even remotely like them
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@hraban Are you still planning to work on Skylon and VentureStar?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
For now, LRB parachute return system isn't included in the mod. However, they were designed to have one, since reusability was kinda the whole point of the Space Shuttle. While they never went far enough to develop it further, most likely they would fly back and use parachutes & landing gear at each end. But again, thats just what people assume would likely be used, it was never developed by NASA. This is, as far as I know the only way it would work, both in real life & KSP (of course there is SpaceX-style landing but with 80s technology, it's nearly impossible). The reason system used by SRBs would not work is, (aside from damage done by salt water, but that's not an issue in KSP) that in order to prevent boosters from tipping over they would have to land at speeds of 20+ m/s (like SRBs do), which would destroy the engines (having engines with that kind of impact tolerance is incredibly unrealistic and not really well balanced with other parts).- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
Interesting... I will try this with Mk-X version- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
notJebKerman replied to Pak's topic in KSP1 Mod Releases
Just downloaded the new update. Awesome! @Pak Sooo... What's next? Escape system? Block-II control surfaces?- 2,351 replies
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
notJebKerman replied to CobaltWolf's topic in KSP1 Mod Development
Looks great! Glad to see you're back. -
@akron In case you are planning on adding New Horizons... A pretty much finished one is included in the @tygoo7's Tundra Exploration mod. The mod seems pretty much abandoned at this point. With his permission and a new, switchable texture, it could fit in well with other CA parts...
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[1.12.x] Kerbal Launch Failure Revived
notJebKerman replied to linuxgurugamer's topic in KSP1 Mod Releases
but still... does onLaunch event activate if you just fire the engine, but not release the clamps? -
[1.12.x] Kerbal Launch Failure Revived
notJebKerman replied to linuxgurugamer's topic in KSP1 Mod Releases
Here is the log file. Hope it helps. btw, what does this mod count as launch? First staging? Liftoff? Is it possible to have an engine failure 5 seconds (minimum possible setting) after ignition, before liftoff? -
One of my four next generation communications satellites, just after arrival into the 100x8000 km orbit
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[1.12.x] Kerbal Launch Failure Revived
notJebKerman replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm using a lot of mods... But do you know any specific ones that may cause this? Full list: -
[1.12.x] Kerbal Launch Failure Revived
notJebKerman replied to linuxgurugamer's topic in KSP1 Mod Releases
Recently on one of my Space Shuttle flights I had a body flap failure over an hour into the mission, at an altitude of 130 km, altough I have max time before failure set to 180 seconds and max altitude of failure to 65%. Is this a known problem? -
[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
notJebKerman replied to hoojiwana's topic in KSP1 Mod Releases
Thank you! Will definetly try flying Energia with this -
[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
notJebKerman replied to hoojiwana's topic in KSP1 Mod Releases
where can i get the cryoengines patch? i will add the .craft file later, but making everything lighter with h2+lox tank might solve the problem... -
@akron So now that Surveyors are more or less complete... What's next? Cassini? Ulysses? Galileo? Rovers?