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molo

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Everything posted by molo

  1. This is wonderful, even in its WIP state. Seriously. Awesome.
  2. I've been seeing this as well. I'm not sure what is up - I also see it with the SDHI service module (but not the service module ring). It's pretty bizarre. I thought it might be an issue with the rigidity plugin, but that doesn't change it.
  3. Looks like the capsule is basically unbuildable in .15. I imagine the attachpoint changes have caused that... any fixes in the works? If you\'re not going to work on it, it might be worth handing off to another modder.
  4. I think the square design is great. I\'d love to see hollow trusses, though, without pressurized innards!
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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)
  10. 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.
  11. 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!
  12. 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.
  13. Thanks again for throwing together the Atlas-style offset fairings / decouplers. They're fun!
  14. 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.
  15. You've got an RV? Nice. I'm half-owner of a two seat Grumman with a big motor.
  16. Andras, yeah, I know. I mentioned it to NovaSilisko in irc, and showed a quick sketch of what I mean. Basically it's a 2m-3x1 adapter, but the outer two 1m engines are droppable. The M-50 is perfect for this as each engine weighs 3.2, while an empty 2m tank is something like 1.
  17. I'd be interested in something like the Aero Decoupler that's designed to be put on the bottom of a tank, with a mounting point that is partially beneath the tank. This would allow the creation of fairly accurate Atlas-type rockets!
  18. 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.
  19. 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.
  20. Looks like you could use the aero decoupler with some M-50s, with the central stage running something smaller and more efficient as the sustainer.
  21. Yeah, that's what I thought. Which was why I was confused by his statement about keeping his core booster filled for so long.
  22. @DrLucky, what order do you need to add the boosters to create the Falcon Heavy scenario? I haven't been able to get it working properly, as the core gets emptied and then I'm carrying dead weight. Pretty weird.
  23. 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.
  24. No, he needs to change the car into the space shuttle car from Top Gear!
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