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Redacted
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Everything posted by Redacted
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Redacted replied to Paul Kingtiger's topic in KSP1 Mod Releases
Clarification: Engine mount or pod that doubles as storage. Would be handy for odds and ends that don't fit well on the outside of a body. Things poorly suited in for storage in a full sized cargo bay. Such as RTG's, drone cores, batteries etc.- 1,555 replies
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- kis
- universal storage
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(and 3 more)
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Is the CRP due for an update soon? Thank you in advance! -Redacted
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Redacted replied to Paul Kingtiger's topic in KSP1 Mod Releases
Would it be possible to add a combo storage unit and engine mount as one unit. (Add the engine flavor required)- 1,555 replies
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- kis
- universal storage
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(and 3 more)
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SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Here is a crazy SSTO using the Shock-Cone and Aero-RCS thrusters. This little thing can reach 1800 ms in an atmosphere before kicking on the NERV for the final boost! -
Yes!
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If a picture says a thousand words, then this video says it all... Here it is on Steam... https://steamcommunity.com/sharedfiles/filedetails/?id=1765844041
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SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Just a little something i have been using. If done right I can boost a rather large payload beyond 11,000 km and still make it back for the boosters splashdown. -
[1.12.x] Near Future Technologies (September 6)
Redacted replied to Nertea's topic in KSP1 Mod Releases
Do the panels show their volume correctly, specifically with regard to stored panels? -
Seeing allot of error warnings recently. Is there are fix for this? Edit: Using V2.7.1 from CKAN. Thank you in advance! -Redacted
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I have a request for two modes to be added. -Constant rotation: Once a rate and direction is set, the Port will keep spinning until stopped. Would be great for making rotating stations. -Free wheeling / spinning: No setting supplied, yet allows the Port to move or twist freely. Would be good for Harvester ships attached to Asteroids by allowing the Load to rotate independently of the craft. Side note: None of the DR feature cost EC's to maneuver the Ports, IMO this should be considered.
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SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
The the redesigned MK3 is great! -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Ok gave it a run.... Rather like the switch to H2 as this makes it much easier to pair up the Saber with small nukes for orbital maneuvers. Haven't tried the curved yet as I'm still tinkering with an Mk3 design. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Downloaded and will report back. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Redacted replied to Nertea's topic in KSP1 Mod Releases
@Nertea As i understand it, the Liquid Fuel conversion patch allows for all nukes to use LF but at a penalty. My question is, does this patch make the nukes FL only or are they multi-mode, being able to toggle between LF and H2? -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Today i did a basic test as on the DS Curved Intercooler. What I did was mount a Curved unit on one side vs a Straight on the other. (Advents) Beyond that the aircraft was very basic, using only was was needed to achieve stable flight. The differences in drag were later noted between each side. Overall the drag figures for the engines and intercoolers were comparable. Yet the drag from shock-cone of the Curved unit was three times that of the Strait unit in level flight. Obviously this is due to the cone coming in at an oblique angle, while the rest of the craft is facing prograde. It's this difference that thats over-stressing the entire assembly in flight. Note: Curved side was with shock one facing downwards. While i understand the basic idea behind the curved mount is to have the cone facing prograde while the craft is flown at a fixed angle. However this is not how SSTO's are flown in KSP or at least not what I've seen from numerous video's. Ideally players ride up on a long shallow assent path to minimize the drag / heating of the crafts body. Yet this comes into conflict with curved mount, creating excessive drag and the destruction of the entire motor assembly. Question: Have you flown the curved mounts recently? -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Question: What factors determine the rate at which O2 is generated? Far as i can tell, once the craft is at the prerequisite speed (> 800 ms) the O2 rate is fixed. Seems like the only way to improve it would be to add more intercoolers. -
[1.12.x] PWB Fuel Balancer Restored & Resource Jettisoning
Redacted replied to linuxgurugamer's topic in KSP1 Mod Releases
wow dat was fast! -
Make RTG units have halflife
Redacted replied to lajoswinkler's topic in KSP1 Suggestions & Development Discussion
Like I said.... This is why, if not for anything else, it was left to modders. RTG decay is not for everybody. Yet, to force it on the entire KSP community would likely have greater negative consequences than the small benefit derived by the minority of players demanding it. Just like with other games where the perception of balance is an issue. There are alaways those wanting to push things that are better left to mods. Otherwise, its likely that the Dev’s would of considered and added decay long before public release. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
A few things i forgot to mention. - Auto struts were enabled. -Motor gimblas for the exterior motors were locked. -Straight intercoolers dont have this issue. Same craft, swapping the intercoolers solved the problem. after swapping back problem returned. Edit: Only thing I have not tried was to limit the motor thrust for the side mounts. Then again, to do so would negate the whole point of having them. Still I’m thinking that the curved mounts are deflecting the airflow in a direction thats placing a huge amount of aerodynamic stress directly on the motor. Which is why i asked if they were intended to be used in a specific facing, thus controlling the aerodynamic stresses in a predictable way. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
From what i can tell, this problem is only with the curved intercooler not the straight. Edit: Does the "curved" intercoolers facing (direction of the curve) make a difference in the way force is applied to it? -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
Justa heads up... The Engines appear to be separating from the intercoolers, causing a chain reaction that can destroy the craft. Here is a pic of the chain of destruction as per KSP. IF it doesnt show here, then just open via another tab. Video of the flight: -
Sorry for the delay. Here is the file on G-Drive: https://drive.google.com/file/d/1qQqY6LEpQXBwCHAdQxT1e7zfb1KYF32K/view?usp=sharing I've rolled the mission back a bit just before the point of the Asteroid intercept. You should load into a Tug pushing a small rock just after rounding the Mun for a gravity assisted coarse correction. Zoom out and you'll see the intended target about a week out from Kerbals SOI. Once you're mined out that little rock, ditch it and head for the 2200 ton monster. It will impact Kerbin in aprox. two weeks time, which gave me plenty of time to complete the needed coarse corrections. You should see all sorts of issues with the separation markers, that is once they've become available. Furthermore, tweaking the separation down is pretty tedious when the Target object is constantly being lost and has to be re-selected. Side note: I have 50-60 mods installed and the recent update has made most if not all of them useless. Worse yet, CKAN stopped working for me this week as well.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Redacted replied to stupid_chris's topic in KSP1 Mod Releases
Same here. -
SABR3 Sterling v0.4.0 Pre-release [KSP 1.7.x] [Apr 24, 2019]
Redacted replied to JadeOfMaar's topic in KSP1 Mod Development
The real life Saber passed its bench test for the precooler today! https://edition.cnn.com/travel/article/air-breathing-rocket-scli-intl-gbr-scn/index.html