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Everything posted by infinite_monkey
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Well I hope the engineers at SpaceX know what they're doing. I guess they didn't radically change their approach just for fun, but for very good reasons (and calculations, and lots of simulations and probably tests)
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@Nessus_ posted a link to his BFR RO configs under his DearMoon youtube video. Maybe he also posted some for the Falcon 9 somewhere.
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@JadeOfMaar I respect your opinion, for me personally it's just inconvenient. Fortunately I can still patch it I officially revoke my opinion that a stainless steel BFR might not look good
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Yeah, but engines? The raptor is not designed to be a single engine, where bulkhead size would make sense.
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I find the integrated tweakscale config inconsistent and therefore hard to use. For pods and tanks, it gives me the diameter, which on the first glance sounds reasonable. For the fins, though, it is a percentage. And for the Raptor engines, it's the diameter again. So I have to calculate the percentage from the pod diameter, use that percentage for the fins, and calculate the new diameter for the raptor engines by using the percentage again. I think percentage for everything (maybe except pods/tanks) would make more sense.
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Wait, there's a strongback included in TE? Where? Totally missed that... @Cloakedwand72 For reentry, I use the Trajectories mod to see where I'll land, and set it to the default (retrograde) mode. From low Kerbin orbit, i do the reentry burn around 90° before KSC, and deploy the fins. Then I set SAS to radial out (when the navball switches to surface, I switch it back to orbital until I'm within about 10000m of the KSC). If SAS has a hard time keeping the nose up, I toggle the upper fins down. If that isn't enough, I pump fuel between the 2 tanks for better balance. Note that having a lot of USI-LS supplies (or other heavy stuff) in the command pod, landing becomes pretty hard. As the atmosphere slows you down, the Trajectories indicator will fall short of your target. In that case, pitch down until it hits your target again. As you come close to the ground, steering becomes very hard. The BFS becomes pretty unstable, wants to roll and/or yaw. When it becomes too unstable, I usually pitch down the upper fins and, set SAS to retrograde - it's usually just seconds later that I start the landing burn. This way, I'm usually able to land within 1 km of where I want to (no landing on top of the VAB like @Nessus_ did ). For now, that's good enough for me, I guess I'll write a script for precision landing someday.
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I built myself a launchtower out of Mk3 parts for Starship, so the crew can board it comfortably:
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Ooooh, I mixed up the changelog with the roadmap I hope the stainless steel variant of Starship will be optional? Because I think the current texture is very pretty. Looks like an orca
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
infinite_monkey replied to Dunbaratu's topic in KSP1 Mod Releases
Is it possible to control the gimbal separately from the general steering direction? I guess SpaceX does that for small corrections close to the ground when landing its boosters.- 1,363 replies
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- autopilot
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Hmm, it says I got 1.2.2, but maybe the update didn't work for me: the solar panels on my Dragon 2 cargo trunk are still blue, not black. Also, I can't find a Falcon 9 1.0
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Thanks for the update I noticed that the Gojira booster probe core still has no SAS, though.
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I see, thanks for the quick reply. I guess I'll use other rockets for large cargo then.
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@damonvv Is there any progress with the cargo BFS? Or is there a way to use the old one?
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@damonvv There are some issues with USI-LS habitation time for the BFS. While there are plenty of supplies for hundrets of days, the hab time is way too short, only little more than a week. If I remember correctly, that's also a problem for the Dragon capsule. You don't even make it to Minmus without non-badass Kerbals getting homesick.
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You can do that yourself. Just put this in some file (e.g. myConfig.cfg) inside the GameData folder. For a smaller BFR, add a scalefactor below 1 (e.g. 0.5, and add an according name, like 50%) SCALETYPE { name = TweakScale freeScale = false scaleFactors = 1.0, 1.2, 1.8 scaleNames = 100%, 120%, 180% defaultScale = 1.0 } @PART[TE_18_BF*]!MODULE[TweakScale] { MODULE { name = TweakScale type = TweakScale defaultScale = 1 } }
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Is the SpaceX Transporter-Erector available? I can't find it. Also, how do I use the Atlas launch tower? It won't attach to the bottom of my rocket
- 392 replies
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USI-LS has loneliness?
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I wonder how they want to maintain structural integrity with those fins, since I guess there'll be a lot of force on them. Maybe only the part below the fins can open. But Elon already announced a completely new approach...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
I usually attach them on site using KIS. -
Hmm, so my memory tricked me... I was sure it was a WBI contract, but it had another company name. Could still come from your mod, though. Is there a way to identify this? It gave me 16 million funds, plus some 4 million or so for every tourist. Never had these amounts of money in a contract before.
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