

brians200
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Spacecraft Engineer
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[1.0]CactEye 2 Orbital Telescope BETA 5.2
brians200 replied to Raven.'s topic in KSP1 Mod Development
Thank you for bringing this back! As an idea for the asteroid cameras, you could change where the asteroids are being found based on the level of the telescope. Something like: Level 1 will find asteroids that will pass by Kerbin Level 2 will find asteroids that are between Duna and Jool (Dres area?) Level 3 will find asteroids (comets?) that are sun divers or out beyond the orbit of Jool Similar to how this mod worked. Maybe you can collaborate. http://forum.kerbalspaceprogram.com/threads/80483 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
brians200 replied to stupid_chris's topic in KSP1 Mod Releases
I completely missed that change! Thanks for this awesome mod -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
brians200 replied to stupid_chris's topic in KSP1 Mod Releases
After updating to the new version, I lost access to a lot of the parachutes. I can still load ships that have the other parachutes on them, but they don't appear in the parts list. -
There is a large pole sticking out of Ablate. If you want a challenge, you can try landing there
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Here is a large ship I built to go to Joker, on the other side of the solar system. The payload has about 16500 m/s of delta-V to give you an idea of what it takes to get there and back. All together, it has 21,848 m/s of delta-V. The payload is 284 tons, which is the equivalent to 7.9 of those large orange tanks. Here is a picture of the lander, for reference http://i.imgur.com/O1P8obO.png Yes, I use mechjeb, but you can see what it takes to get a large mass into space in terms of your launcher, which will give you more fuel to work with. Here are some tips for your launcher. Use asparagus staging, horizontally and vertically. As soon as the lower stage is out of the way, fire the engines above it, but continue to use the fuel from the lower stages. You can see this around 48 seconds and 1:30 in my video. You are going to need lots of thrust all the way up. I have seen lots of ships that start with 5 engines, then go to 3, then go to 1, which isn't even strong enough to lift the weight of the rocket, then back to 5. Following that bad approach, that ship could barely lift 150 tons to orbit. If you aren't planning on coming back, you can definitely use more of that fuel for traveling to Ablate. Good luck!
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The 3 meter engines are awesome. They allow you to lift much heavier payloads, meaning less launches to complete a mission.
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Yes you can. Go to the advanced tab in Smart ASS and you can find it.
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If you use one of the telescope mods, you can zoom all the way in and see every planetary body.
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No. It hasn't for a while
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Request: Can someone help me with MechJeb?
brians200 replied to Tex's topic in KSP1 Mods Discussions
If you just want a docking autopilot, consider downloading ORDA http://forum.kerbalspaceprogram.com/showthread.php/36379-Plugin-Parts-0-21-1-Orbital-Rendezvous-and-Docking-Assistant-%28ORDA%29-v1-0-9-1 It has been around since before docking was even apart of the game! -
[1.1]Hullcam VDS - mod adopted by linuxgamer
brians200 replied to Albert VDS's topic in KSP1 Mod Releases
Lazor does nothing to the launch clamps. They act like they would without Lazor installed -
I need help Installing Romfarers Lazor system on .21
brians200 replied to Djhase99's topic in KSP1 Mods Discussions
Make sure you put the Romfarer folder into KSP/GameData and the SPH folder into KSP/Ships. Do not touch or move the folders in any other way -
Now that I think about it, Pirate did release a nuke for his weapon pack, using Lazor's guidance. http://forum.kerbalspaceprogram.com/showthread.php/36071-0-20-Pirated-Weaponry-V0-31
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I do have the bombs from an older version, but they no longer work, as a lot of stuff has changed. They were removed from the game in .17