falken
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Everything posted by falken
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Hi, Really nice work on what you've done so far. I'm really looking forward to the shuttle OMS mount/RCS systems. I had to jury-rig together a solution myself!! Also, maybe take a look at OPT shuttle nose for what you're trying to achieve? http://forum.kerbalspaceprogram.com/threads/105063-1-0-Mk3-Mini-Expansion-Pack-%28Mk3-NoseCone-and-Alternate-Cockpit%29 His design makes the nose sort of go overlapping the Mk3 cockpit to give the nose the correct shape as well as properly placed RCS. Have you considered doing a flat bottom version of the Mk3 fuselage system? That's the only bugbear I've had with Mk3. It's perfect for aircraft, but when designing a shuttle it can be difficult I feel if you want full wing coverage down low and keeping the shuttle's shape.
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What exactly is stopping this from working in 1.0.4? I'm really missing this addon now, as I can't seem to get KM Gimbal 3 to work properly...
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
falken replied to Dr. Jet's topic in KSP1 Mod Releases
It's a truss section added by Ven's stock revamp 1.8.1. It's really cool. and no, it does not have heatrad afaik. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
falken replied to Dr. Jet's topic in KSP1 Mod Releases
Really cool, these solar arrays. I was wondering though, is it possible to do a version without the 2.5m circular truss bits? This is an example of what will be part of my solar truss on my station. The circular bits poke right out as the truss sections are downscaled a little. This would also make life easier if someone wanted HUGE solar arrays and upscaled them in the .cfg. (which is what I would be doing, as the ISS solar arrays are ridiculously large, and that's the effect I'm after) Kind of like how the balka arrays are, basically (But your compact stowed method is so much easier to deal with by the way!) e: wow, I'm really impressed with how they animate. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
falken replied to Ven's topic in KSP1 Mod Development
Looks like 1.0.3 broke this somehow. Clean install with just the Squad folder and Ven folder, and none of the parts are changed. A slight annoyance, but them's the breaks! -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
falken replied to Dr. Jet's topic in KSP1 Mod Releases
Your dual axis solar panel is really cool. Have you plans to make a 2.5m ISS style solar wing? -
[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
falken replied to ferram4's topic in KSP1 Mod Releases
When did Chu'lak get an internet connection? Thanks though! -
Just over a week ago: Patience! Many modders have lives!
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[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
falken replied to odin_spain's topic in KSP1 Mod Releases
For some reason doing some contracts will net me like 900 science rather than 50? -
5dim Military Contract Poll (What´s next)
falken replied to odin_spain's topic in KSP1 Mod Development
I think the ability for us to create vehicles for the enemy to use would be good. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
falken replied to ferram4's topic in KSP1 Mod Releases
Everything's working all nicely enough for me with 1.0 and nuFAR, but for some reason every time I return to the space center, the Aerodynamic Failures button gets checked again. Is there a cfg file I can edit so it doesn't revert? Also, B9 Procwings works well for me. The voxel aero debug takes account of the shapes nicely!- 14,073 replies
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That is looking super. What kind of cockpit are you looking to make, if you are making one that is? To the shape of what you are making would work well I think. Also I love the way you've made the underside of the cabin flat, which means you could make a complex chassis easily, or simply attach it to the flatbed of an existing rover.
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This kind of reminds me of the Neutral Buoyancy lab!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
falken replied to Ven's topic in KSP1 Mod Development
What kind of thrust rating are you thinking of for the single KS-25 engine? 800 or so? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
falken replied to Ven's topic in KSP1 Mod Development
Sweet dude, is that a *huge* SRB? Also, loving the individual KS-25 engine. -
RSV-003 Endurance approaches the Challenger service module, the first part of the Freedom Space Station. Bill Kerman expertly maneuvers the robotic arm over to the as of yet unnamed habitation and docking module. Berthing to the coupling joint of the module successful. Jebediah Kerman inverts Endurance so that the docking nodes of Challenger and the hab module are lined up. Contact confirmed, the station grows a little bit today. Endurance backs off to take photographs, sending them back to the KSC for analysis, before it approaches to dock, so that they can ensure all systems are functional. Hard seal confirmed.
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That sounds super dude, both the wrist roll joint and the elbow pitch joint. Have some rep!
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Unlike every other attempt I have made to make a robotic arm with IR, this is the only one that did not wobble like mad except for a bit of wobble at the arm end with the dock ing node. I think a quantum strut might even sort this.. Also can you make a basic rotatron in your pack's style?
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No problem. I've given this a quick test and I really like it. As this is how the candarm grapples things in real life, I can't believe it's been this long for someone to actually go "hey, why don't we do it like *this*?". Kudos to you sir. Can I also suggest making longer arm structual parts? The 2m one is not quite long enough, maybe make pieces that are 4 and 6m too.
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gotta test this! - - - Updated - - - e: You should make the power grapple fixtures KAS grabbable, so you can move nodes about for the arm to inchworm where it pleases, and also to remove surplus ports.
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[Alpha] [Plugin] [1.0.4] Kerbal Recorder & Gameframer.com
falken replied to noisybit's topic in KSP1 Mod Development
This is very cool, but can I suggest that it captures the video for launch when the craft starts to move upwards? My shuttle has it's crew gantry disengage first, and then a 10 second countdown, with the main engines firing at 3 count, and the SRBs and clamps engaging at T-0. http://gameframer.com/#/ksp/mission-details/4205372157 -
KOSMOS 3/14/2015 RD-170 Family Released!
falken replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Insane detail dude. Need someone to make a video? Btw you should totally make an SSME. What with the level of detail you go for!