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RealKerbal3x

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Everything posted by RealKerbal3x

  1. So, what’s happening over in Florida? I suppose the part of that team that went to give Mk1 an extra push have returned now, but we haven’t been hearing many updates.
  2. Much better, a slightly lower chance of destroying the pad in the event of a landing failure
  3. I don't think anyone has posted this particular render here yet, so here you go: I have to say, I really like the look of this design. It still looks 50s sci-fi without the danger of the actuating control surfaces also acting as landing gear.
  4. They could sleep and eat in shifts, so that 50 people sleep while the other 50 are awake.
  5. It's perfectly possible (and legal) to change things in the DLCs with Module Manager. Several mods do just that. What's not legal is actually directly modifying the code or part models. Since, like you, I'm not a modder, and I don't know how moddable SQUAD made Making History, I have no idea whether this would be possible or not.
  6. Since it was at 1AM for me, I wasn't able to watch it live, but I've seen the replay now. Not much new for someone who's been religiously following progress, but at least we got to see some cool renders. I have to say, this new design is really growing on me.
  7. Attaching the fairings to the landing legs would be a good idea, because the legs would be able to spread out more (increasing the tipping moment) while still remaining protected during reentry. There is the downside of slightly increased complexity, but this idea does remind me of the landing legs on the 2016 ITS design, where the landing feet were part of their own aerodynamic fairing. I guess we’ll have to wait and see what Elon says later.
  8. Now that I look at them, those legs aren't too different from what was planned in 2017. Also, it looks like the nose cap has been fitted:
  9. Anyone got pictures of the legs? I can’t seem to find any. Thanks for adding that, @ThatGuyWithALongUsername! I’m not particularly familiar with Twitter and the way it crops images.
  10. I said 'essentially ignoring'. They want to do studies on those, yes, but they still haven't really acknowledged that SS/SH is economically so much better for long-term deep space exploration. Throwing away a super-heavy launch vehicle each time just isn't sustainable. That's a possibility, but as long as SpaceX has a figure like Elon Musk at the head and no political masters behind (other than NASA with Commercial Crew) trying to stop it, I'm 90% certain that Starship will fly before SLS has left the hangar.
  11. I don’t understand why NASA are still essentially ignoring Starship when it’s so much more capable and so much cheaper than SLS - a rocket made from Shuttle leftovers that’s politically hanging in the balance. I guess, as @tater said a couple of pages back, that they’ll sit up and take notice when Starship delivers a payload to orbit before a single SLS has been assembled.
  12. Wow. The only thing I can think of when I look at that is all of those chrome 1950s sci-fi rockets that were supposed to be what the future looked like. Now SpaceX is making those dreams a reality. Congratulations to Elon Musk and the Boca Chica team
  13. This would be nice, but a lot of people play with a bunch of part mods. I wonder how that would work.
  14. @TheJoolian I'm not sure this would really work. I reckon SR2 was coded from the ground up with mobile devices in mind, while KSP was not. Bearing that in mind, the number of complex physics calculations that would be necessary would probably cause serious issues on some older devices. People have asked for a Nintendo Switch version of the game for a long time, and the response has generally been the same. Mobile phones and tablets really aren't designed for the complicated physics simulation of KSP.
  15. Those canards aren't too far from what I speculated they'd look like...they're just higher up. Can't wait to see it fully stacked!
  16. Ooo! Look at all the stuff that has appeared while I was asleep! Engines! A canard!
  17. The normal cargo bay and tail fin should work fine, and there’s example craft files linked in the OP if you need them.
  18. Pak has said several times throughout the thread that TantaresLV provides the 'official' Energia for CA's Buran orbiter.
  19. @Angel-125 I've been encountering a couple of problems with the AirPark function in my attempts to moor airships, and I wondered if you could suggest any solutions for them? 1. The airship will teleport down to the ground, often causing it to explode, if you fly another craft within 200m of it. This is partially solvable with F5/F9, but even then it will sort of flicker between being in the air and on the ground. 2. If the airship is airparked and attached to my mooring mast with a KAS telescopic joint on the runway, loading another craft within physics range (eg. the launchpad) will often cause it to explode. I've only been able to do limited testing on these (I can test it further and provide logs tomorrow if you need it), and I know from reading this thread that AirPark can be a bit janky, but I wanted to bring these to your attention
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