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EvilSpace

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Everything posted by EvilSpace

  1. My Kerbals dressed up N1 instead of a Christmas tree. It's more practical and you can fly to Moon with these antiques (although there is a possibility that it will be fireworks still in the atmosphere ) "snow" artifacts - my integrated GPU is shocked by this CPS with mods, I'm still waiting for a new video card)
  2. Indeed, the haters' conversations are about nothing. However, I am really afraid that KPS2 will simply be abandoned due to lack of resources for its development. To successfully develop a game like KPS 2 you need a lot of money, much more than was required for vanilla KPS1. However, the results of sales and popularity of KPS1 and KSP2 indicate a sad state of affairs.
  3. By the way, in addition to the N-1 Korolev and UR-700 from Chelomey, there was also the R-56 project from Yangel. There were 3 versions R-56: Monoblock, Polyblock and polyblock alletrant configuration. This rocket was to be created at the Yuzhnoye Design Bureau in Dnepropetrovsk (Ukraine). There is very little information on it - but I found a very high quality image. The most important thing to know is that the R-56 is a rocket for flights to the Moon, with the caveat that 2 launches of the R-56 will be required (because the payload was about 40 tons).
  4. A hastily made ordinary UR-700, using a template LK-700. One thing is clear here - the central module of the LK-700 needs to be hidden under the fairing, but the 3 accelerator blocks most likely do not. It’s probably worth reducing this design, by optimizing the LK-700 yourself, for a better look. Just replacing the junk 11D49 with a stock LV-909 will do a lot - it will both increase productivity and reduce the height of the LK-700 complex.
  5. Zelenaya-zelenaya trava... The peak of Soviet rocketry in an alternative story (Atomic Heart) RD-270M (based on RD-0120 "Erebus" from CryoEngines) Weight: 4.5 tons (since the RD-270 itself was lighter than the F-1) Maximum thrust: 1800 kN (for UDMH/N2O4 I set the value to 1650 kN) Specific impulse: 365s (322s - UDMH/N2O4 ) Specific impulse SL: 340s (301s - UDMH/N2O4)
  6. My prototype is UR-700 using non-toxic Kerosene and LH2/LOX. Originally inspired by Zarbon44's UR-700 variants (kudos to that guy for the repaint and a bunch of cool ideas) However, I didn't find his original crafting file or full details (because there weren't any) Therefore, I decided to make my own design based on the available data, well, here it is (and it works). Also sorry for the poor quality, my RTX 3070 Ti was a RIP and while I'm waiting for warranty service, I built this UR-700 on an integrated 7600X GPU (double pain). Well, I know that the UR-700 should be in KSP2, but in its current state (low FPS and krakens) and without the Tantares 2.0 mod this is impossible. So let's develop and improve the UR-700 in the current game now) By the way, I’m thinking of making a custom absolute TOXIC RD-270M (RIP green ecology) ((based on the RD-0122 model)), which uses Pentaborane (the pentaborane waterfall config is in the folder of the latest version of RO) . And yes, in this case, there will be nuclear engines on the upper stages (as in the Zarbon screenshots), but in LH2/LOX or Methane mode for more thrust.
  7. KSP2 after release will probably take not months, but years to fix, maybe even 2-3 before it is a stable product. But... even on release, it will be 100 times better than this indie game from 2011, where at the beginning there were graphics of the 20th century level and parachutes opened in space. The entire life path of KSP1 was like eternal suffering, the end of which is KSP2.
  8. I don't see any point in KSP now, it's an outdated product. Vanilla KSP 2 will immediately have its own waterfall and customization of parts, which simplifies modding and deprives the original KSP of any meaning. You did the right thing by finishing Tantares for KSP 1
  9. This mod is too outdated (visually), if I were you I would use Near Future Spacecraft, it has a capsule that looks like a capsule from the old PTK NP "Federation" concept. In addition, Contares has a completely incomprehensible balance of the standard system (why?), But NFS works in x2.5 system
  10. Not soon, people voted to work on a dull mod for engines (SSME options for example), this discouraged me from using KSP. This is already an outdated game, and I am more than convinced that KSP2 in 3-4 years after the release will be better in everything.
  11. No, my parts broke immediately after entering Jupiter's radiation belt. By "shielding" I meant the high quality of the parts, which makes them more resistant to radiation. So far, I've only decided to play with TAC Life Support and Kerbal Heath. There's even a plus to this, as the game has become less littered with a huge number of features.
  12. How to play with this? I'm playing KSRSS x2.5, and I can't get close to Jupiter (Galileo) at all, the radiation immediately destroys my antennas and other details. And this is even with maximum shielding.
  13. Modern game, modern spaceship, modern graphic.
  14. After my testing of the lunar direct ascent lander, the main (and unsolvable) problem was the redundancy of the launch vehicle. In the realities of the KSP (x2.5), the alternative lander lunar direct ascent turns out to be approximately the same in mass as the legendary "Eagle + Apollo", which is why the meaning in Saturn C-8 simply falls off for the lunar missions of the KSP. The only place where Saturn C-8 can come in handy is either martian missions or delivering heavier payloads to LEO. The lander can, of course, be increased, thereby solving the Saturn C-8 redundancy problem, but this is beyond the scope of historical accuracy, since the "canon" uses the usual Apollo capsule. At the very least, I would rather not mess with it, but use the power of Saturn C-8 where it is really needed.
  15. At the expense of the Nova C-8, this wonderful (yes, yes, I am very angry when this missile is considered unworthy of the BDB, while a bunch of garbage parts like the Nimbus or would-be spy laboratories are considered "useful") As a last resort, Nova can be built using SSTU or procedural parts (or both) Tonight I was able to sketch Nova proving that the idea is quite viable. I have 32GB RAM and I can install a lot of mods, but for people with less capacity, there is a theoretical way out - just remove the unnecessary parts of the SSTU, leaving only what is needed, thereby reducing the file size. Or use procedural parts. This is a very useful and convenient thing, it does not take up much space and, in my opinion, should be installed by EVERYONE for all occasions.
  16. What about Parallax? do you plan to support it? in 2022, KSP 2 is released (perhaps finally with advanced orbital mechanics and axis tilt) and I don't think that it will soon become relevant to invest in the development of this mod for the old game of 2011.
  17. Hello. A month ago, I wrote in the support thread about the inoperative function of changing the nuclear fusion mode (swap fuel) After downloading KSP-I 1.29.5 (I am using KSP 1.12), the problem still remains. I don’t know how long ago it appeared, but when you try to switch the fuel mode (whether it be a reactor or a NERVA-type engine), some kind of error occurs. Using the LMCR example, I want to change the Uranium-238 TVR to Plutonium TVR. As soon as I press "Swap Fules" - the part is completely unusable. After applying swap fuel Same with other parts My GameData (Clean install)
  18. KSC Switcher (RSS and KSRSS) It also adds the rest of the world's spaceports.
  19. Is it possible to do something in x2.5 in order to be able to make launches to the moon during the day? (because now KSCs such as Baikonur or Cape) pass over the plane of the moon exclusively at night.
  20. The developer of this mod has already announced the termination of its support. In addition, this is voluntary work and no one is obliged to do anything. Plus Tantares is an arcade mod for Soviet rockets, if you want RD-7XX you should take a look at MAKS from Raiz space
  21. You are absolutely right. For the same reason, I do not like Far Future Propulsion, despite the fact that the quality of the textures there is at the highest level - the balancing was created for casuals. An ion engine producing kilonewtons of thrust is an unacceptable phenomenon for me. Fortunately, the KSP-I is realistic in this regard. However, the annoying mistake of the KSP-I does not even give me the opportunity to switch the fuel mode! I hope this will be corrected in the future, since from now on the thorium cycle in a nuclear reactor on molten salts (for example) is simply NOT AVAILABLE.
  22. HELP! "swap fuel" BROKEN I am using KSP 1.12.2 and a clean install (to make sure there are no conflicts) This applies not only to reactors, but also to nuclear engines of the NERVA type, when trying to switch the fuel mode to an alternative one. GameData:
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