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Posts
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Posts posted by Ares27
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22 minutes ago, Astr0gator said:
What is exactly is NSW?
Nuclear salt water, it's a mixture of water and uranium/plutonium salts. Check out this video by Scott Manley if you're interested :
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1 hour ago, DirtSeth said:
Awesome mod dude, just wondering. Are there plans to update this mod to the current version. I would love to use it.
This mod it's already compatible with the current version of the game, when you see a "+" (1.11+) it means that this version is compatible from that specific release of ksp (in this case 1.11) up to the latest version of the game.
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55 minutes ago, dababykerman said:
hi there, whenever i download the dev branch it says the file is corrupted or invalid whenever I try to open the zip, does anyone know a fix?
I have the same problem, maybe there is something wrong with github.
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4 hours ago, John_silver said:
Is this really the same Buran that is currently in development?
Maybe, I don't know of any other mod that adds such a detailed Buran.
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11 hours ago, donnager fan said:
What mod is that X-38/Dream chaser?
https://forum.kerbalspaceprogram.com/index.php?/topic/192775-hl-20-parts-mod/
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7 hours ago, donnager fan said:
are there any reDIRECT Waterfall Configs?
If so, can i have a link?
This mod provides configs for the SRBs but you also need real plume.
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Hey, I've seen your roadmap and I know you may not be interested in Soviet engines, but I've an engine worth adding IMO. The RD-270 is a bi-propellant rocket engine with very good thrust (about 80% of the thrust of the F1 and almost half the weight) and a good ISP (301 s asl ). It's the first full flow staged combustion cycle rocket engine and is the largest rocket engine ever built in the Soviet Union. Also I don't know of any mods that add this engine.
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WOW, congrats for the release, seriously, thank you for this fantastic, fun and incredibly detailed mod.
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On 3/27/2022 at 10:41 PM, Beale said:
Nice!!
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I know it's a classic but...
Ah, and "Live and let die" by Wings.
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37 minutes ago, Cheesecake said:
One thing: I saw this weird shadows at some parts. I had this same issue in JNSQ. Do you use TUFX? I recommend to not use the standard profile which are causing this shadows
I don't think TUFX is the problem, I'm pretty sure it's kopernicus, with the latest releases I get this weird shadow but when I downgrade it the problem disappears (to fix this problem I'm using version-75 btw)
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On 2/6/2022 at 10:37 AM, Beccab said:
The Integrated Program Plan (1969)
Manned martian landing, part one
The IPP, and in particular Grenning's Maximum Program which this recreation follows, was a grandiose plan laid out by NASA as a follow up to Apollo spanning over 14 years; it includes, but isn't limited to, earth-to-orbit shuttles, nuclear shuttles, space bases with a crew of 50 people, permanent lunar outposts, 41 INT-21 launches and finally with humanity setting foot on mars as early as 1982 on which this post focuses on.
This post focuses on the buildup to the mission, which sees involved two mars transfer vehicles, an earth-to-orbit shuttle, six nuclear shuttles and various INT-21 and space tugs (plus fuel depots and the space base) and covers everything up until TMI. The next post instead will cover the various phases between TMI and landing and the return to Earth
The first launch is the one of the Shuttle, for which I chose the Starclipper since at the time it was the prevalent design apparently (like the one below) and appears in most official IPP artworks. However, if congress really proceeded with the funding requested for these plans NASA probably would have gone with one of the many fully reusable shuttle designs that were being made, for obvious reasons.
The Earth-to-orbit Shuttle now approact to the space base. It is a very large space station with a permanent crew between 50 and 100, constructed in three INT-21 launches during the late 70s with S-II sized modules plus various shuttles and includes a workshop to repair satellites, both space-facing and earth-facing instruments and artificial gravity. It is based on Robert Gilruth's "million pound" space station design of 1968 shown below
Here is a showcase of the artificial gravity, since I have no idea how to embed a gif or mp4
https://i.imgur.com/X9ViDGV.mp4
Docking:Now it's time for the launch of the Planetary Mission Module and the Mars Excursion Module combined on an uprated INT-21, as well as the various probes used in the mission. The launch also reaches the space base for checkouts and crew transfer from the Starclipper shuttle
and Space Tug-assisted docking next to the Starclipper of both this spacecraft and an identical one launched soon after
Time for the Reusable Nuclear Shuttle!
Of the various designs that were studied by Rockwell I went for the hybrid configuration with the tank launched upside down and the NERVA launched on the Shuttle separately, partially because that seems to be the configuration that appears most frequently on IPP drawings from the 70s
Due to weight constrains, the RNS is launched with tanks only half filled; not even the power of an INT-21 could lift it to orbit otherwise. Because of this, its next step is making a tug-assisted docking at one of the many fuel depots in LEO; for this I took a Douglas concept that is a little older and updated it to be more realistic with radiators, solar panels and coolant. This one also features what was supposed to be the main role of the Shuttle at the time, which is to transport fuel to orbital stations and hydrolox space tugs.
The second part, instead, shows the NERVA engine that was carried to orbit on a Shuttle being mated to its tank to complete the RNS assembly
It's time for the final assembly: the interplanetary spacecrafts undocks from the space base together with a space tug and meets with three RNS each; two of those were launched specifically for this mission, while the other 4 were already in orbit for transportation to lunar orbit and to the GEO space station.
Now that that the twin spacecrafts have been assembled and the final checkouts completed, the clock has started: the two lateral NERVA engines ignite at the same time, launching 12 brave people on a trans-martian injection, and...
Well, you'll see next week!That's one of the coolest things I've ever seen on this forum, you got a new follower
Erm...Can you share your modlist and the starclipper .craft file?
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2 hours ago, Scotty6644 said:
Album of what I've got https://imgur.com/a/7YYacy7
There is also a readout of my CKAN above.
I've also retried installing NFE manually instead of through CKAN, but problem persists.
KSP2 will probably be released before I figure this out.
Maybe I found the problem, with kerbalism simplex you need Simplex resources for NFE to work. Thank you @mikegarrison for the hint
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15 hours ago, Norange said:
I'm thinking about starting a discord server for development stuff and so there's a good space for people to hang out and give feedback & advice on XN
and to help find and share reference photos to make my job easier because goodness are those hard to find for some things, so let me know if that's something you think would be worthwhile or if you're interestedThat's really interesting, It's always good to see the community involved in a project. Personally I think it's a great idea
andI love searching for reference photos -
32 minutes ago, Scotty6644 said:
Album of what I've got https://imgur.com/a/7YYacy7
There is also a readout of my CKAN above.
I've also retried installing NFE manually instead of through CKAN, but problem persists.
KSP2 will probably be released before I figure this out.
That's a strange problem, can you post your ksp logs?
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7 hours ago, Scotty6644 said:12 hours ago, Ares27 said:
So it's not a dependencies problem. You have KSPIE installed, can you use its reactors?
After a short tutorial I got a few of the KSPIE reactors and thrusters working.
Please uninstall KSPIE and see if NFE works, they handle the same things differently and maybe they interfere with each other
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6 hours ago, Scotty6644 said:
Sure thing.
Here's a readout of my mod list as a CKAN file:
{
"spec_version": "v1.18",
"identifier": "installed-Auto-KSP",
"name": "installed-Auto KSP",
"abstract": "A list of modules installed on the Auto KSP KSP instance",
"author": [
"Scotty"
],
"version": "2022.02.05.12.47.28",
"license": [
"unknown"
],
"depends": [
{
"name": "MakingHistory-DLC"
},
{
"name": "BreakingGround-DLC"
},
{
"name": "MechJeb2"
},
{
"name": "ModuleManager"
},
{
"name": "RemoteTech"
},
{
"name": "SIMPLEXKerbalism"
},
{
"name": "JX2Antenna"
},
{
"name": "Kerbalism"
},
{
"name": "CommunityResourcePack"
},
{
"name": "Harmony2"
},
{
"name": "OuterPlanetsMod"
},
{
"name": "CustomBarnKit"
},
{
"name": "CommunityCategoryKit"
},
{
"name": "Kopernicus"
},
{
"name": "ModularFlightIntegrator"
},
{
"name": "CommunityTerrainTexturePack"
},
{
"name": "KerbalPlanetaryBaseSystems"
},
{
"name": "CommunityTechTree"
},
{
"name": "NearFutureAeronautics"
},
{
"name": "NearFutureElectrical"
},
{
"name": "NearFutureExploration"
},
{
"name": "NearFutureLaunchVehicles"
},
{
"name": "NearFuturePropulsion"
},
{
"name": "NearFutureSolar"
},
{
"name": "NearFutureSpacecraft"
},
{
"name": "ReStock"
},
{
"name": "ReStockPlus"
},
{
"name": "Waterfall"
},
{
"name": "StationPartsExpansionRedux"
},
{
"name": "NearFutureProps"
},
{
"name": "B9PartSwitch"
},
{
"name": "DeployableEngines"
},
{
"name": "KerbalActuators"
},
{
"name": "NearFutureElectrical-Core"
},
{
"name": "DynamicBatteryStorage"
},
{
"name": "NearFutureSolar-Core"
},
{
"name": "KSPInterstellarExtended"
},
{
"name": "PatchManager"
},
{
"name": "InterstellarFuelSwitch"
},
{
"name": "PersistentRotationUpgraded"
},
{
"name": "FilterExtensions"
},
{
"name": "PhotonSailor"
},
{
"name": "HideEmptyTechNodes"
},
{
"name": "ImprovedTreeEnginePlacement"
},
{
"name": "KerbalJointReinforcementContinued"
},
{
"name": "InterstellarRedistributable"
},
{
"name": "InterstellarFuelSwitch-Core"
},
{
"name": "TweakScale"
},
{
"name": "KSP-Recall"
},
{
"name": "ToolbarController"
},
{
"name": "ClickThroughBlocker"
},
{
"name": "ZeroMiniAVC"
},
{
"name": "SpaceTuxLibrary"
}
],
"recommends": [],
"suggests": [],
"kind": "metapackage",
"release_date": "2022-02-05T22:47:28.0808913+10:00"
}So it's not a dependencies problem. You have KSPIE installed, can you use its reactors?
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On 2/4/2022 at 7:08 AM, Scotty6644 said:
Someone has told me there's supposed to be a nuclear control panel in the toolbar, but I don't see one.
Yes, you're supposed to see this icon
Please can you post your mod list (use the spoiler tab)
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14 hours ago, Scotty6644 said:
The MX-0 fission reactor still does nothing. No power or heat generated at all.
Are you sure that the reactor is fuelled? You need nuclear fuel and a place for the waste.
Free KSP2 Giveaway!
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Posted
I'm most excited to play in multiplayer, for the new colony system and to make my own mod for KSP2