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Everything posted by RealKerbal3x
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@burn boi IIRC they're inside the asset bundles, which are inaccessible to users. Only SQUAD has access to them, but it is possible for mods to use and edit the files (eg, Kopernicus can access the planets, and Kerbal Konstructs can access the buildings' files).
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You might recall that yesterday I posted about packing my Mun base crane inside its launch vehicle. Today I actually launched that rocket, but not before revising the fairing shape a couple more times - I wanted the rather irregularly shaped craft to fit inside (obviously), but not have a fairing so big that it would cause too much drag and flip the rocket. Launch, eh. I've done it many times before, and you've seen it many times before. Dang, I didn't get a pic of the TMI burn. Here we are coasting away from Kerbin instead. Fast forward to Mun orbit, where we waited a few days for the lighting conditions at the planned landing site to improve. Here we needed to unfold the crane fully so it could work as a, you know, crane once it reached the surface. The discarded upper stage (it has a probe core so it can deorbit itself) is in the foreground, and you can see the descent stage attached to the top of the crane's Mk2 lander can. There we go, fully unfolded. Time to land. Skipping forward again, this time to the final descent burn. While this craft is physically big, it's rather light, so those four Twitches on the descent stage suffice - they give a TWR of over 2. Stuck the landing! I had a bit of horizontal velocity on landing, but since this craft has wheels with brakes, that was dealt with fairly easily. I used the old trick to get rid of the descent stage - throttle up a little so your craft is almost lifting off the ground, and then decoupling. The stage actually escaped Kerbin's sphere of influence, and had an interplanetary trajectory that almost reached Dres' orbit PS: There's one of these craters from the BG expansion nearby, so when the base is built and the crew arrives they'll be able to scan it
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Banned for being chatty yourself.
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I packed up the crane that I need to construct my Munbase inside the fairing of a 5m class rocket. As you can see, it's a weird contraption that uses robotic parts to fold up. Once at its destination, it will unfold and since the robotics will no longer need to move they will be locked and autostrutted. It's pretty light, so it doesn't really need the dV that the 5m rocket provides to reach the Mun. I only chose that size of rocket because it wouldn't fit in anything smaller The launch is scheduled for tomorrow, if time permits.
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
If they say that they’re going straight for Mk3, what will happen with Mk2? Will it still fly? -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Yeah...we wouldn’t want to rely on Mk2 and then have it do the same thing -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Looks like the top bulkhead was completely blown away... -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Well...this is why they test tank pressurisation before actually flying the thing. Do you think they’ll be able to repair it? -
Banned for having a large and gratuitous explosion as your avatar.
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[Old Thread] KRE - Kerbal Reusability Expansion
RealKerbal3x replied to EmbersArc's topic in KSP1 Mod Releases
It’s still working perfectly. Until it is actually broken, no update is needed. -
totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
I’ve always wondered how Falcon 9 boosters are returned to horizontal position after landing (or returning to port on a droneship)? How do they do it? -
I believe this was their original plan, back when they wanted to use the SuperDracos for landing. On a normal mission, the engines would be used for propulsive landing, but in the event of an abort (since all of the fuel that otherwise would have been used for landing would have been depleted by the abort burn) they would use parachutes to land in the ocean.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
RealKerbal3x replied to IgorZ's topic in KSP1 Mod Releases
KIS is set up so that it will ignore the BG experiments (ie: you can’t manipulate them with KIS), so that KIS and the stock inventory will not fight over them. So yes, you can use them, but only with their accompanying inventory system. IIRC @IgorZ is working on KIS v2, which will adapt the stock inventory for its purpose instead of having its own. -
@damonvv Oooh! Nice! Will it get a spot in KSC Extended too?
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Matt Lowne’s entire channel has been copyright claimed
RealKerbal3x replied to ProtoJeb21's topic in The Lounge
He’s not gone, it’s just now he can’t have any music on his videos. -
Sorry to disappoint everyone, but I think I'm going to have to put this story on hold for now I've tried to find the cause of the massive performance issues I get whenever I load the airship, but have been unsuccessful - and it's just not fun playing with six frames per second. It's going to be some time, but hopefully next year I'll be able to get a new computer that can really do this justice. Until then, I've got an idea for another fan fiction that might interest you...stay tuned for that
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
RealKerbal3x replied to Damon's topic in KSP1 Mod Releases
@jimmymcgoochie please don’t paste whole log files into your post - it causes issues, especially for mobile users. Link them from somewhere like google drive or dropbox.- 403 replies
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- totm march 2020
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
Do we have any idea when the Dragon IFA test is meant to happen yet? -
I did. All of the More Servos parts are featureless grey in 1.8.1. I can't speak for the SLOTH, because I don't use it.
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I believe that ship is from this mod:
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@damonvv @JadeOfMaar I've been trying for a while, but I can't seem to get Starship's shiny metal finish to work. I made sure that my copies of both the TE beta and TU were up to date, and made sure that all of the reflections were turned on in the settings, but the ship is still shiny black instead of shiny metal. I'm not sure what it is I'm doing wrong - is there an add-on pack for TU that I need to download, or do I need to force OpenGL for it to work?
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
I’m just sad that they don’t plan to reuse the capsules. The design just screams ‘REUSE MEEEEEE’. Propulsive landing would have been epic too, but that’s not going to happen either -
I love LEGO. I have the Saturn V, as well as a few Technic models, because they’re cool. I just wish they made Star Trek sets as well...