molo
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Everything posted by molo
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This is wonderful, even in its WIP state. Seriously. Awesome.
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[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
molo replied to Pelf's topic in KSP1 Mod Releases
You could possibly use the same side-mount style that Nova used for his BACE kit... basically you stick the CBM right onto the side. You might need a second part to connect to that, since I don\'t think you can stack them, but yeah. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
molo replied to Pelf's topic in KSP1 Mod Releases
I love the look of your station modules, looking forward to the bugfix for attachpoints when it\'s ready. Do you think it\'s a collider issue, or a node issue? Also: any plans for an ISS-style series of truss modules? I\'d LOVE that. I\'ve hacked together some bits and pieces from the other deep space mod but it\'s just not quite there. -
This is a great set of parts, and I gotta say, I love it when packs come with a .craft file so you can jump right in!
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This is awesome! I love that the boosters are liquid and that the whole thing is so modular. I don\'t mind (in fact, I kinda like) that it\'s 10% values. The ratio definitely lines up with Nova\'s pack - it looks like 1:100 weight:fuel, or am I doing math wrong? I know Kliper is on the way (will it be a lifting body / have wings?), but are there any plans for a \'real\' soyuz capsule? How about RCS tanks/modules? The final lander stage has so much power that it\'s actually difficult getting a low enough thrust setting to gently settle onto the mun. For Kliper, would it be possible to use the same tanks / core, and add new (maybe higher efficiency / stronger) Soyuz-3 single-bell engines like so: Also, thanks for the tutorial, feanor! I had much better luck maxing it out than I ever did going at partial throttle.
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Are you running at 100% thrust? Because that's going to waste a lot of fuel, especially in the lower atmosphere. I fixed my download, in case people have tried and failed to get my original. - Atlas K (original) - Atlas K Mercury Launcher (requires Wobbly & SDIDR packs)
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Winglet lift/drag coefficients, and how wings work
molo replied to etmoonshade's topic in KSP1 Mod Development
Haha, my max takeoff is 1,579 lbs, and stock fuel capacity is 22 gallons... but yeah, they're essentially identical in all other respects. -
Winglet lift/drag coefficients, and how wings work
molo replied to etmoonshade's topic in KSP1 Mod Development
The T-Cat was a posh version of the -1A, so we can go with that. It's basically a mini RV now with the modifications. Can't complain about 1500fpm climb fully loaded! -
Winglet lift/drag coefficients, and how wings work
molo replied to etmoonshade's topic in KSP1 Mod Development
Technically it's not a cat... the AA-1A was the 'Trainer', which is pretty lame compared to the rest of them! The 1C was the 'Lynx', though. -
Yeah, I just got an educational license for 3ds max so I might just start playing around with making my own parts. Who knows! Of course, at this point I can't even get the game to launch with a custom part, so it could be a while.
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Winglet lift/drag coefficients, and how wings work
molo replied to etmoonshade's topic in KSP1 Mod Development
You've got an RV? Nice. I'm half-owner of a two seat Grumman with a big motor. -
Yeah, it's pretty sweet. I wish I had some lighter (maybe more fragile?) tanks to really complete the model. I've added a third fuel tank and a simple manned stage and approximated the Atlas-D Mercury launcher as well, and it easily lobs a capsule with a full orange minitank and engine into a 75km orbit.
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So, with the current parts available it's a bit hard to make a proper Atlas Mercury launcher, but I think I've come close, at least conceptually. It's a stage-and-a-half launcher, with the two larger engines being jettisoned when a tank to a half-tank remains (about 350-400 m/s). As is appropriate for a Kerbal design, it'll get into orbit— barely! I present... the Atlas-K! Atlas-K.craft, requires the Wobbly parts pack.
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I've been messing around with wings a bit, trying to find something that can approximate what I expect of a power-off glide. Right now I'm tweaking the space-shuttle-shaped winglet (wing01) and I've found some numbers that seem to work fairly well: [tt] // --- standard part parameters --- angularDrag = 2 // --- winglet parameters --- dragCoeff = 0.1 deflectionLiftCoeff = 1.5 [/tt] This with a single fuel tank and a liquid engine is fairly controllable. I'm also using the orbiter tail. The placement of the wings is SUPER tweaky as center of gravity has a lot to do with controllability, it seems.
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No, he needs to change the car into the space shuttle car from Top Gear!
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Awesome.