

RP1IsSuperior
Members-
Posts
89 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RP1IsSuperior
-
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
RP1IsSuperior replied to JPLRepo's topic in KSP1 Mod Releases
recently I fired up my save and all of a sudden all my bodies were visible. I'm not sure how to fix this -
RealPlume adds plumes, but the engines don't 'spool up' like they do with realfuels. This guy's engines had to spool up.
-
YOOOO THIS MAN USES REALFUELS
-
Multi-axis trainer? those aren't really used these days as they figured out they weren't needed
-
[1.12.5] Restock - Revamping KSP's art (August 28)
RP1IsSuperior replied to Nertea's topic in KSP1 Mod Releases
Hi, lovely mod! Just some questions. I want to use a few parts from restock, but everything else to be stock. Is there another less tedious process either than adding the part to the MM patch for every single part you want to keep? -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
RP1IsSuperior replied to Theysen's topic in KSP1 Mod Releases
Is RO FMRS compatible?- 2,216 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
I'm thinking about making a mod with near future chemical engines with questionable propellents. Can I "borrow" the pentaborane plume?
- 19 replies
-
- rss
- realism overhaul
-
(and 3 more)
Tagged with:
-
Low Light Levels Blue {Neutron star!!} [Kopernicus 1.8.1]
RP1IsSuperior replied to RJVB09's topic in KSP1 Mod Releases
NEUTRON STAR YES! I'm looking for a replacement pack for GU(no offense to the mod dev, its a good mod) but I think it's killing my game. Before I had it I got decent FPS but now I yellowclock on vessels with more than 40 parts and almost always get the blinky clock. Will this mod kill my game?- 19 replies
-
- 2
-
-
- light levels
- white dwarf
-
(and 3 more)
Tagged with:
-
go guardian
-
I love shuttle derived launch vehicles and advanced booster concepts for SLS, this looks so cool!
-
Man, has it been awhile. I'm not going to write this in the traditional roleplay format because that would take forever. Traveler 4 soft landed on the mun. The Alram program started, attempting to land a kerbal on the mun. Jeb got stranded in an elliptical mun orbit. Jeb refused to work after 15 days, and was stuck in mun orbit for more than a year. Thanks to my incompetance, poor knowledge of what tech i have currently unlocked, poor planning, and accidently blowing 5/6 of my money on researching tech i didn't need because of a misclick, Jeb returned from the mun today, where he was immediately admitted for psychological evaluation. Want to post pictures but imgur is not cooporating
-
vectors for multiple engine out capability, less R&D time.
-
Can you turn off Ullage and limited ignitions? Also, do the engines perform similarly to the way they do in the stock game? I simply want to have to manage different fuel types, liquidfuel and oxidizer seems a little bit bland to me.
- 232 replies
-
- real fuels
- configs
-
(and 1 more)
Tagged with:
-
trying to figure out other resources mods I want, LF/OX seems a little bit bland, yet im not sure. Also trying to find a realistic offworld assembly mod. I already have KAS but that might be difficult when I go interstellar
-
gilly: the only moon you can deborbit
-
Contract expects me to replace Ike with a satellite
RP1IsSuperior replied to Fierce Wolf's topic in KSP1 Discussion
sorry to be THAT guy, but I feel like I had to explain the joke here. Often times, Ike grabs random crafts in Duna orbit and slings then around everywhere. The joke being that if we give ike even a little leeway, it will start grabbing everything and throwing it away. Also, while KSP's simplified physics model doesn't simplify this, Ike will technically always be pulling on you. Of course, there's a point where it's basically meaningless, but you can never escape Ike, no matter how hard you try. -
I typically deploy my chute at around 5000m, and open fully at 1000m tbf it makes little difference, they always pull atleast 6 gs.
-
I love this! I personally don't like the stock LF/OX and it isn't very "realistic" to me, yet I don't want a full realfuel set. I may start adding support to RCS thrusters with Hydrazine
-
it's a little weird because of the way KSP works. You basically are limited to 2 stage designs. You want to fly a steeper ascent profile than you normally would. You also should have a high thrust upper stage so you can get into orbit fast enough to switch to the bottom stage and then activate parachutes. If you wanna do a boostback burn, ignite your second stage engine and let it go, do your boostback burn, switch back to your upper stage and go into a parking orbit(just get into a stable orbit, you can fix it later) then switch back to your first stage. I recommend watching Kerbal Space Command's video on this. https://www.youtube.com/watch?v=zFnl4KXfkp0
-
Today(well yesterday) Sean's Cannery's Munswooper Spacecraft got their rides to The Mun. Due to the low mass, each launched on the somewhat deprecated K-8. Each launch went off flawlessly, and the TLI burns went off without a hitch. the K-8 would place each probe on a free return trajectory, and the probe would correct into an inclined mun encounter. Munswooper one captured in it's orbit, but during the handover from the KSP team to the Sean's Cannery team, the engineers realized that they hadn't installed scientific equipment on. The anomaly team discussed and in the end it was decided it could be handed back to the KSP team and function as a relay, due to it's inclined elliptical orbit. Munswooper 2 experienced it's own issues, with the trajectory the K-8 placed it would mean that after it's correction, it would not have enough deltav to capture into an orbit. The anomaly team consulted multiple times to try and rework the trajectory, to no avail. In the end, it was decided to place the disabled satellite on an impact course, and try and use it like a munar impactor probe. Before it impacted, the probe transmitted it's final data, before crashing into The Mun's surface at a kilometer for second. Surprisingly, the Cannery team were satisfied with the solution, and the mission was deemed a partial success. Saline 5 took off on a Molniya rocket carrying a Zalkier v1.1 Spacecraft. Jeb was in the front seat, with Bob riding shotgun. They had an important mission. To prove extra vehicular activity was possible, and to test multiple technologies relating to EVA in microgravity. After establishing a parking orbit of 86x80km, Jeb suited up, the spacecraft was depressurized, and Jeb stepped out onto the side of the spacecraft. He paused briefly before pushing off. Bob unlocked the monopropellant tanks and(against his better judgement) reoriented the spacecraft. Jeb also tested the "B(asic) R(edundant) U(tility) H(ammock)", a small pack of thrusters one wears on the back, to maneuver around in deep space. Over a period of several days, Jeb and Bob performed multiple EVAs, thoroughly testing their Space suits. After 8 days, Jeb and Bob had a soft landing in the water(which ironically the Zalkier reentry module wasn't designed to land in). They broke several records, not only becoming the first kerbals to exit a spacecraft, but broke several spaceflight duration records. 8 days was by far the longest spaceflight to date, and while it doesn't seem like much, we must take baby steps if we wish to explore other heavenly bodies. Munswooper 1 burning for orbit Funky Trajectories Moonswooper 1 spacecraft seperation Munswooper 2 lifts off, and Modular Launch Pads Claw-not-opening issue continues.(yes, I have animated decouplers.) Munswooper 2's final moments Bob snapped this exellent photo of kerbin, which looks beautiful from up here. After the reentry pod seperated from the propulsion and service module, there was a hairing moment when the pod impacted one of the solar panels, breaking it into pieces. Bob doesn't seem to be particularly worried in this picture. However, the Zalkier's durable ablative heat shield and coating meant the crew had no problems during atmospheric entry. Plasma licks the sides of the spacecraft, while jeb looks very focused. I'm goin' ouuuuut in a blaze of glory... Due to coming in from orbit, the crew only experienced a max of 2.5g's during entry, however, Bob reported that when the parachute fully opened and on landing, he got the wind knocked out of him.