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BRAAAP_STUTUTU

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Everything posted by BRAAAP_STUTUTU

  1. imagine putting all the effort into remaking the BFR in KSP only to have it redesigned for the fourth time this post was made by the Elon gang
  2. Aye, I noticed that myself, the amount of torque generated is a lot higher than seems absurd for the weight being rotated and the thrust generated
  3. What's next after this inflatable tracking station? an inflatable mission control? :p
  4. Hmm, now i wonder if a Tea rockets, now in colour is ever gonna be made
  5. cryogenic hydrogen rocket engines like those from nerteas cryo engines mod and those from BDB
  6. I can't seem to fin the A-VK3 vostok avionics part anywhere on the techtree (using CTT) where should it be?
  7. Hmm, the NASAlyut seems like a good candidate for a WBI orbital lab
  8. Thats a functionallity that Textures Unlimited (one of the dependencies of this very mod) should be able to handle
  9. Might be a realchute issue, try to replicate the issue without it installed
  10. @tygoo7 Whats up with the first stage 9x rutherford engine having abysmal ASL ISP while weighing next to nothing while the upper stage single vacuum rutherford weighs 0.7tonnes and has WAY more isp ASL than the actual ASL engine? this is beyond confusing
  11. Would it work on 1.4.5? got any download?
  12. hmm, i've got some questions about the MTBF system, is it always hardlocked to 100 days? Does it mean there is a guaranteed failure every 600 hours? is there any way to increase a parts MTBF (i.e for long duration missions and stuff like deepfreeze cryopods, or are the cryopods excempt from failures?) When KCT is installed, is the entire integration system disabled and do parts come with high reliability by default? the MTBF section talks about operation, what exactly is considered operation? Do pods or crew modules "operate" by having crew in them? Kinda have to know what to expect incase i want to do crewed interplanetary missions or long duration space stations, those are kinda built to last a very long while (similarly for probes like voyager and stuff) Would probably wanna avoid having DSEVs that break multiple times over a half year voyage and stuff hmm, this makes me wonder if there's a "preventive maintenance" system that makes your engineers keep parts well maintained (perhaps with equipment cost) so they wont break in the first place? (makes sense for stations and DSEVs that are pretty much continuously manned and operating 24/7 My apologies for the wall of questions, but i just gotta know things liken this before i commit to a part failure system, especially in my current hardmode permadeath career with reduced gains and stuff (breaking rockets is expensive!)
  13. Prologue: The year is 1955, The Kold War has ended. after the uprising following the death of Joseph Kermin, leader of the Kerbals Union Of Kommunist States two years prior. The entente started by the newly demokratically elected chairman Boris Kermanov has lead to global peace on Kerbin. The Entente policy has created an interest in a global collaboration between all nations, leading to many scientific programs being propped up. This has lead to the creation of the International Kerbal Aerospace Program, a program for scientific discovery, pushing the boundaries of exploration and achieving ever more spectacular goals. Unfortunately a lack of proper funding has lead to rather dire decisions due to budget constraints, causing the programme to build rather basic facilities to avoid having no budget left over for the space programme itself. Even then, the amount of funds left over for the programme is frighteningly sparse. The IKAP will have to find means to fund its programme, a long grind awaits... Chapter 1:Local scenery
  14. Hmm, i get contracts for some **OBSOLETE** dioscuri rockets that i cannot find for the life of me, and a google search brought me to a BDB related thread so i was wondering if its a BDB thing and how i could ensure i dont get that issue anymore?
  15. Decided to finally get around to doing a MR series on my playthroughs! The first series will be about my newly started, heavily modded (nearing 10 gigabytes of pure system torture), Permadeath SnacksLS playthrough with 10% science gain and reduced funds and reputation gains Anyway, if you have any feedback, i'd greatly appreciate it! (Will start tomorrow)
  16. Dockprops felt aproprriate, one could probably make them seperate stowable vessels if wanted (ie for SSTO drag reduction at oxygenated atmospheres) and then dock the dockprops when near a oxygenless atmospheric body i’ve tried contraprops but wasnt all that sucessful, perhaps i built them wrong, i feel like twin engine designs with contra rotating ones would fare better perhaps but seriously, the torque the dockprops generated really confuses me, since they’re not heavy at all and they didnt generate anywhere near the amount of thrust needed to get such amounts of torque, i’ll have to experiment more but i do wonder if your code actually acounts for the inertia/momentum accurately stock bearing props generate nowhere near as much torque (though they are effectively magic since they generate their rotation without actually being attached to anything)
  17. hmm, seems like the dockprops i made excert excessive amounts of torque to the main body compared to the amount of thrust they put out
  18. YAAAASSS! Simple reusable modular propellors here i come! proper pitch controlled modular props! thanks so much for this! oh and does it have an in flight ui that can control pairs of them at the same time? Maybe even keybindable?
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