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coyotesfrontier

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Everything posted by coyotesfrontier

  1. Can you share a link directly to that tweet instead of embeding it? The embed doesn't appear to work.
  2. Hmm. This easter egg appears to be a map of some kind. 3 Mun arches, 3 already confirmed solar systems in KSP2?
  3. Utterly amazing! I can't wait to fly a plane between the different layers. On a side note, is there anyway Eve could be made less green? I understand that the green results from Mie scattering and is realistic, but Eve has always been known as a purple planet and having the atmosphere be perpetually green makes it a bit too similar to Jool.
  4. I like how they made the grass darker, looks a lot better now. More KSP1 and less Alpha Minecraft, if you know what I mean.
  5. He returns! We were getting really worried about you.
  6. After performing a second moon landing in my KSRSS Science Mode playthrough, I decided to make a fully reusable moon lander instead of doing a third disposable moon landing. The new lander will reside at a lunar space station when not in use, which will be placed in a low equatorial orbit around the moon. I decided to use cryogenic propellants for the lander due to their greater efficiency, creating a design with around 5000m/s of ΔV, enough to land anywhere on the moon and return to the station without disposing of any hardware. The lander is launched first, on a new derivative of the Amazon II launch vehicle dubbed the Amazon III. The difference from the Amazon II is the removal of the second stage, in addition to the first stage boosters being fused to the core stage instead of separating. These unusual design decisions are done to make the rocket as short and fat as possible, to prevent flipping due to the very large fairing containing the lander. Next, the station itself is launched, being much smaller than the lander due to the lander's massive fuel tanks. Now that the station and lander are docked in low lunar orbit, the next few days will involve a refueling mission being sent to the station, followed by a crewed mission to the station. Then, the landings can finally begin.
  7. Mars' scatter density is set waaaaaay too high, I was able to get it to run much better by reducing the scatter density in Mars' parallax config file: https://www.dropbox.com/s/b6syncnpx1cg6xw/05_Mars.cfg?dl=0
  8. For those who want to play with the stockalike orbital inclinations setting but don't want to have to perform a dogleg maneuver for every launch due to the KSC's high latitude, I made a version of the Earth config that relocates the KSC to right on the equator, allowing for launches to be done exactly like in the stock system. https://www.dropbox.com/s/8lj0q0br6gitfi4/03_Earth.cfg?dl=0 Simply replace 03_Earth.cfg in GameData/KSRSS/Configs/03_Earth to install Licensed CC-BY-NC-SA 4.0 as it is a derivative of a KSRSS config file.
  9. You have to delete the "configs" folder in parallax stock textures for it to load.
  10. That's awesome! I was going to make a patch myself, but I see someone has already done it.
  11. Performed my first Moon landing in 2.5x KSRSS, after a few IRL days of tedious docking to assemble the spacecraft in low earth orbit. The design is a hybrid Earth Orbit Rendezvous-Direct Ascent configuration, with both the transfer stages and direct ascent lander assembled in a total of 6 launches. The 3 transfer stages were each launched via the Congo I heavy-lift rocket, while the lander stages were delivered via 3 launches of the medium-lift Yangtze IIA. Even with autostrut, the vehicle is very unstable and wobbly due to a bug in KJR that disables the mod if any of the docking ports are rotated. I needed to rotate the ports to keep the center of thrust aligned with the center of mass, as the vehicle would otherwise spin out of control. The transfer burn to the Moon is painful, as I constantly needed to steer the vessel due to the phantom forces created by the unstable joints. After the transfer burn to the Moon, the two side stages of the transfer stage are jettisoned, leaving the core stage to enter lunar orbit. After being used to deorbit the lander, the core transfer stage is jettisoned, and the descent to the moon begins. The descent goes without a hitch, with the 12 engines performing admirably. Jeb Kerman becomes the first Kerbal to walk on the surface of the Moon, as he has in many, many other games of KSP. As I'm playing with the Skyhawk Science System, the EVA jetpack hasn't been unlocked yet, meaning that getting the science into the capsule was a very long and frustrating game of climbing and jumps. The ascent stage of the lander blasts off towards home, leaving the 4 descent stages and flag to forever rest on the surface of the Moon. The return to Earth occurs 9 days later, and Jeb and Bob are excited to see their home once again. The habitation module and remaining tank of the spacecraft is jettisoned, forcing the crew to return to the cramped Gemini capsule for reentry. After a fiery reentry, the crew is recovered safe and sound off the cost of Somalia. The recovery ships better watch out for pirates! The 315 science gained from the mission allows for unlocking of the powerful Cordele engine and 2.5m tanks, enabling the construction of the new Amazon I super heavy lift rocket. With more thrust than a Sarnus V, the Amazon will allow for the simplification of the 6 launch setup into a 2 launch setup for the next Moon mission.
  12. @CessnaSkyhawkA small but very annoying bug I've found: with SSS installed, you are unable to use AutoStruts in Career and Science mode, as the node required to unlock them in stock (General Construction) is removed in SSS. This makes assembling anything more mobile then a space station in orbit impossible, as the lack of autostruts means the vessel will wobble itself apart upon even the slightest engine thrust.
  13. Etal's surface is transparent, but that's about it. I've tried to fix this bug a bunch of times but it keeps coming back. It seems to be unique to Etal but has nothing to do with terrain textures or anything else in Etal's config file. I'll probably just make a release with the bug honestly, if you really want me to.
  14. I could, I don't want to do so given the bugs that remain though. All you have to do to download is go Code->Download Zip, it doesn't have to be compiled or built so I'm sure most people could figure it out.
  15. I really feel like this is one of the best tech tree mods I've seen so far. The fact that all of the nodes have descriptions and custom icons is amazing and really adds to the experience. The balancing is also great, though there is a bit of weirdness with the cryogenic engine nodes. I feel like the CryoEngines engines should be moved further down the tech tree into Modern Rocketry and Near-Future rocketry, due to most of them being based on modern engines as well as boasting more futuristic designs, with the BDB and Tantares cryogenics being moved further back into the earlier nodes to replace them. The cryogenic engines nodes also get really crowded further down the tree, with Modern Cryogenic Engines having a whopping 15 engines in it (Assuming Tantares and CryoEngines are installed). Perhaps methalox engines could be moved to their own line to remedy this, splitting off from the hydrolox line at Heavy-Lift Cryogenic Engines?
  16. I decided to attempt a Tantares UR-700 moon mission in 2.5 scale KSRSS, and after doing some testing I succeeded. Due to the lack of a RD-270 engine in Tantares, I rescaled the stovstorm to 2.5m, converted it to run on hypergolics, lowered it's ISP to 320sec, and uprated it's thrust to 1650kn (25% IRL thrust) to make it into a RD-270 analogue. It just barely has enough thrust to lift the rocket, with a TWR of 1.03! The third stage kicks in to send the LK-700 onwards to the Moon. The fourth stage enters lunar orbit. Another success for the Soviet Union!
  17. @CobaltWolf, could we potentially get a variant of the Apollo capsule without the parachute mount on top? With just a flat 1.25m node, like the stock Mk1-3 command pod.
  18. Is there a way to turn off the muting of sounds when the camera is in front of the vessel at supersonic and hypersonic speeds? I know that it's realistic, but I prefer to hear the sounds of my rocket throughout the entirety of ascent, as opposed to only at launch and in orbit.
  19. I know that the mod is licensed ARR, but I was wondering if a small exception could be granted for copying small sections of part configs. I'm working on a "Stockalike Realfuels" project, where I utilize module manager patches to convert LFO engines to realistic fuels, such as Kerolox or Hydrolox. For most of the config this works fine, but for nozzle glow I ran into trouble getting the glow functional. I discovered that seemingly the only way to get nozzle glow to work was by copying the section dealing with glow from the original part file and inserting it into the patch. With most mods there isn't an issue with this, as the license allows for it, but I'm unable to release configs for Tantares because of this. I could add nozzle glow using Waterfall, but that would mean the glow isn't there when WF isn't installed.
  20. I'm having a similar problem where the Soundtrack Editor music heavily stutters during loading screens, creating a very disturbing cacophony of sounds. My install is heavily modded so I experience quite a bit of lag during loading. Without RSE, the music just intermittently pauses instead of stuttering during loading, which is much less bad. Perhaps we could have a mode that automatically mutes music during loading to prevent this?
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