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Everything posted by Tecorian
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Tecorian replied to JadeOfMaar's topic in KSP1 Mod Development
i think, this is not a theme of misalignment, cause without the heatshields all my spacesplanes working very well without spinning. So generally i have the best expierence, when i do it like here: CoM and Col nearly won´t move, when i release the freight in Orbit. But i discovered just now, when i set the wings in a slightly upper angle to the body (about 4-5°), i don´t need any counterweights for the heatshields. The spaceship still wobbles slightly around, but will remain stable while reentry. Again, the main reason for me to use this mod is not, that i need a heatshield, but it is looking more realistic, when to lower body is tiled and black -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Tecorian replied to JadeOfMaar's topic in KSP1 Mod Development
KER shows in my particular case about 200-250 of torque. Just tried out the hint from @JadeOfMaar, result is reducing in to less than 20, which in can handle. I have only once tried to reentry whith this huge amount of torque. In space with shutting down the main engine, ships spinns around, with heavy vernier-thrusters it is possible to gain control again. And causes funny loops and spinning around while heatentry, below 10.000 m the spaceplane was recoverable. But i was not able to hit the runway -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Tecorian replied to JadeOfMaar's topic in KSP1 Mod Development
@JadeOfMaar: These countermass was the hint, like you operate with the heatshields from your mod Cause of additional mass, i will try to optimise that way. Thanks for that and your great answer at all. So, generally spoken, i have no problems with building spaceships at all. Your mod gives us user the ablitity, that these spaceships are looking more realistic. At least, this is the main reason, i use your mod. I know, that the most spacesplane desings work in KSP 1 very well without heatshields, but i like to have some realistic touch in my game. I prefer here mostly MK4 and OPT-J. For real big stuff into Orbit (f. e. Spacestationsparts) i use big reuseable rockets. CoL looks mostly like here Bigger problems needs bigger solutions And reentry works most time -
Besides the high vertical speed, also your horizontal speed is too high. Try to slow down below 30 m/s, even better less than 20 m/s, maybe you need to mount speedbrakes to reduce the speed and/or increase the wing surface for better gliding capability. 3-point fighter landing may work in real life, not in KSP1
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Tecorian replied to JadeOfMaar's topic in KSP1 Mod Development
@JadeOfMaar: I have one little issue. When i attach the HeatShields on to the fuselage of MK3, i gain unexpected and heavy torque to the whole vessel. I guess, cause the mass i add to the bottom of the vessel. Reducing the ablator doesn´t reduce the torque into an area of "i can live with that" - still more than 200 or so. Shifting the wings doesn´t helps either. When i constuct rockets for reentry (f. e. with 3.75 m diameter) it seems not so bad, still, torque with 50 or 60, but i can handle this. Do you have any hints for building a MK3 in that case? Meanwhile i reduce the mass af the shilds in the editor to nearly zero - looks cool - makes no sense... -
Space Station Parts Expansion Redux are coming? You made my day. THX in advance!
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Tecorian replied to JadeOfMaar's topic in KSP1 Mod Development
Just dicovered. Everything works very well for me! Thanks a lot @JadeOfMaar, i love this mod - this WorldSolarPower-Stuff is a kind of crazy, but very usefull -
Besides the good comments above, if you play "near-reality", monoprop is the right way. In real life, it is very tricky to ingite a normal rocket motor more than two or three times. The upper stage of Ariane VI failed at this point and even the engines of Space x, which are especially designed to do this, have their themes. Like @king of nowhere i use them in KSP1 only with very large interplanetary ships, but mostly i use than reactionwheels to get a direction. Subships or landers have again monoprops on board.
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Blalo looks incredible. Awsome work, thanks for that.
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Besides the advices from @Vanamonde you have to arrange your landing gear as exactly as possible below the center of mass (yellow ball). The blue ball is the center of lift, which sholud be positioned very near behind the center of mass (not in front!). A vehicle with four landing gears like you have built, will not take off.
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So, as a sample, it works perfectly for me
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So, it me again, sorry for that. Maybe you will have time and interest in doing the same to these vessels?
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@ZZetho: Your mod works very fine for me. Especially NearFutureSpacecraft is exactly, what i needed. Thank you very much for your work!!
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Sorry, Download doesnt work? Works
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Hi @DeadJohn thx for answering. unfortunatly i use already SSPXR, very nice and very useful mod. I have built some space vessels with cores out of this mod, for now, i searching more like a very large capsule and not stationlike.
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Does anyone know a mod with a large command pod for interplantary and interstellar travelling? Up to now, i have constructed those with f. e. Near Future Spacecraft, Modpods, Lonsome Robots, Taurus, Orion, shooting star, common core, Mav, Wyvern, to name the most common and nice pods. From the design i like those from LeaBeauSpaceIndustries at most (RocketFactory) but im looking for even bigger types (at least 3.75m, better 5 m) DeepSpaceExplorationVessels would be at this time technically the best choice, but unfortunatly for me, this "foamstyle" colours are - deeply sorry - not very nice in my eyes. Simple neutral white oder gray would be much better. But im not a modder, to to this by myself. Some days ago i saw one bigger spaceship with a really huge an very pretty command pod (at least 5m) , but i failed to mark the website and i don´t find it anymore.. Procedural Pods has the theme, that im unable to integrate f. e. windows . Therefore any hinds? Any ideas even very old mods from the unknown past? THX for answers
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Testing an interplanetary vessel in Kerbin Orbit. There are no Landers at the dockingports yet. The ship has with four canadarms enough capacities to serve up to four Landeres and eight suppliesports. So, this is the crewed ship and planning is, to build up a little fleet with four additional and identical supplieships. Destiny will be Jool and, of course, Laythe. https://imgur.com/758Gnv4
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Does anybody know a mod, which make it possible, to have radio connection to Kerbin at long distances? Reason simple, actually i play some extra-kerbol-systems, can reach them with halfway realistic ships but have no radio connection to Kerbin. Maybe something, which simulates a Hyperspace-connection? THX for any answer
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Hi @Angelo Kerman, your mod works perfectly, i like it very much Thanks for that! Question and/or suggestion: In my opinion, the construct of the Copernicus Style Ship may me the most realistic one. I miss therefore a command pod like this big golden habitat in front. Of course, it is possible, to build it anyway with other parts, so i do, but i would be glad, if you have any chance, to deliver a nice part with this mod. Common question to all: spinning the whole ship for gravitation is tricky, anny suggestions for that? I have the them, that afer a while spinning stops or the ship gets into a kind of weired spinning. Thrusters always on could not be the solution for long term journeys,o r?
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Orange tank ssto?
Tecorian replied to Cloakedwand72's topic in KSP1 Gameplay Questions and Tutorials
Hmmm... do you mean these tanks, which we common know from the space Shuttle? I think, these are indended to get rid of them after launch. If you mean, building a STTO with mostly @stock-parts, have a look on my "standard-ssto" I simply attached two big tanks on each side of the wings and use only a rocket motor for propulsion. Not like the common sstos with partly airbreathing engines, you have to gain very quickly height above sea level. I use a LFO engine from a mod, somekind realistic for KSP 1 (not for the real world) with a thrust of 1.500 and an isp of 315 dockingport is in the nose of my shuttle Initially, i have LFO for about 5.000 m/s onboard, in a low orbit of about 80.000 m will have still have about 450-475 m/s in reserve, enough for all manouvers in orbit around Kerbin And yes, its possible to paint these tanks also in orange -
Nice Cockpit, which mod?
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Oh, thats great - exactly what iu need to have - plz continue with development and hopefully release for the communtity!
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@TomKerbal: Hope, i don´t annoy you too much, but can you do me a favor please? I´m very interested in playing with RSS too, so maybe you can post your gamedata folder for orientation, how it will work maybe also for me? THX in advance
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Oh, nice! Like that. You play also with real solar system? Unfortunatly this mod works not good on my pc. So in the actual game i use Kcalbeloh System as final goal. i guess, cause i have too many other mods i "need"
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@Tom Kerbal: You fly with regular fuel to duna? I use ion engines, very slow accelaration but finally up to 50.000 m/s speed. I use several spacecraft to reach duna, Crew vehicle, fuel transporter (for the landers), remote controlled ships with the landers onboard an finally ships with the base and the rovers this is f. e. the crew vehicle: decelerating