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KSP2 Release Notes
Everything posted by Queen Ultima
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It is indeed NF RCS but there's no clipping; the white ring that the Landertrons are attached to is actually a CL-R10 (from KNES) tweakscale'd up to 5.000m. It's really thin for it's size but it's only filled to 1183/1972 monoprop since the RCS are only really used as de-orbiting motors and minor course-corrections when landing (they're really strong though, it's one of the few craft I can get to land back *on* the pad manually xD). The craft is on KerbalX if you want to take a closer look. It's basically my workhorse medium-lift vehicle. I usually have the payload in the top in the Energia fairing like a standard Energia-M but felt like this one had to be side-mounted.
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Rare footage of a mother Energia-M (Energius Nubilum) carrying her newly-laid egg to Low Kerbin Orbit, where the egg will hatch and grow into a fully operation space station module. Sadly the majestic Energia is endangered as its environmental niche is being disrupted by the invasive, ugly, smelly and wasteful Proton. For just 4 Spesos a day (less than the price to smuggle a jar of coffee onboard when Werner isn't looking) you can sponsor an Energia-M and ensure it can safely return home, as it's pre-return molt of dead tankage leaves it venerable to bullies.
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There's a page on the wiki showing the parts you need to build it, it should still be up to date IIRC. There should also be pre-built ones in the Craft Files folder.
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Looks like it's only two seconds, according to stackexchange. The pre-made rocket is able to survive a two second hotstage, so it seems like it works.
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I posted on the subreddit while the forums were down but no one replied there, hopefully someone here has one! Mostly because I'm building this monstrosity and hate how some parts are blank.
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I'm having the same problem, and everything required is freshly installed. Every other button works, the instrument panels, the light switches (even the one *on* the Elevator), the seats moving up/down but the elevator up/down buttons just don't seem clickable. Could it be a hitbox (or equivalent, I'm not coding-savvy) error?
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Are we still looking for totally credible and financially viable ways of getting the Mercury-Lab into orbit?.... ... Yes, it works. Yes, it costs ten times as much as a Mercury-Atlas to put Jeb into space for two days and forget that he's a pilot who knows nothing of science. No, we aren't going to stop launching them.
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Putting down my mods for clarity (I don't have any LS mods installed) but for the record I'm not having any trouble with the rocket (it's a fun new project). I even managed to make a Munar Flyby with a Saturn V-B variant of the INT-20 (probably could've gone into Munar Orbit but was using the ASTP profile for the CSM and didn't have enough Delta-V to return); with an LEM Lab/Apollo Telescope module. It's useful though! The "official" names like INT-20 and Saturn V-B and M-S-II-2 (I know that's just a tank but still) are confusing (at least to me) while Saturn III makes immediate sense. It's a Saturn rocket but with 3 big engines. All. Rockets. Are. Beautiful. (Except OTRAG, there is no beauty in an office block)
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I was quickly toying around with it at JNSQ scale (specifically this craft file, forgive the quick upload I don't have time to go back in for screenshots after a crash) and I've found that the TWR rapidly increases as the first stage progresses. At launch I had about 1.04 (IIRC) TWR, while at T+ 01:30 at 6000m above sea level I had 1.60 TWR (roughly halfway through the first stage). I haven't reached orbit with it (again, it was just a quick build and test) but the ratios just go crazy. It might actually be worth adding a way to drop the other two F1s (like the Saturn V-B) at higher atlitudes. IIRC the real Saturn V had a low TWR at liftoff too. I vaguely remember one of the Apollo 11 crew saying that the lack of Gs from the low TWR was actually unnerving. I'm no expert but it feels like a fatal flaw in the "Saturn III" design, too weak at liftoff and too strong at max Q.
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Hey, I literally just installed only the Apollo folder of Bluedog (need the RCS for a project) and got the same error; so it seems that the culprit is likely in that. I'd wager it's one of the two Kane Command Pods (with the Avionics set to uncrewed) but it doesn't seem to be affecting anything so you should be able to ignore it.
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Thanks! Honestly I have no clue what I was doing. If I had to guess, it was during the time I was obsessed with trying to make a viable JNSQ crew launch vessel that was mostly SRB (we all go through phases we're ashamed of) so I'm guessing I tried to put five Titan SRBs on the bottom instead of using the big Saturn SRB, got annoyed by something and then just tried a single one like out of spite.
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IIRC that means you need one of the mods that deals with texture swapping (I can't remember if it's specifically B9Partswitcher or Firespitter.dll, honestly getting both doesn't hurt). Cormorant should work just fine once you have it. Comorant is fantastic for making Buran; it's more flexible than SOCK and *really* lets you use the parts for more than just the standard Shuttle. I recently had a Shuttle-Buran "kiss" using SOCK for Shuttle and Cormorant for Buran and I think it went well. (Potato-pic but I wasn't intending to actually post it anywhere xD) Also nice name EDIT: Are we still posting cursed rockets? Found this from Oct 2021 when I was going through screenshots for Shuttle-Buran.
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That is odd, I'm no expert but usually it just dips the capsule but the SAS should be able to compensate. Is your SAS set to "pilot only" by any chance?Are there parts on the side that are affecting your CoM? Is the overlap set to 20% as standard or a custom amount? Are you manually activating the RCS on the RCS parts (the little bit just above both capsules that have re-entry RCS thrusters)? Only other thing I can think of is if you have something that's affecting your solid boosters' thrust, making the retros more powerful than they should be; but like I said I'm no expert.
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I could be wrong (I'm assuming you're talking about the module behind and to the right of the Z1 Truss), but it looks like either a part from KNES (one of the space station parts or maybe the logistics module of the ATV) or a Logistics Module for life support (which I think comes with TAC). Again, just a guess from looking at it. EDIT: Also, I don't know which partspack it's from, but that's a supermodule between the Truss and the final ISS bit.
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I just used the Lunar (Munar?) Flying Vehicle to return to Kerbin from the Mun; turns out that thing doesn't seem to have a heat limit (or my installation is somehow broken) so it protected Bill from the atmosphere! MOOSE, eat your heart out. Made an account to say this mod has probably been one of the best gaming experiences I've had; thank you for making my 3,544 hours so enjoyable and immersive!