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forsaken1111
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Everything posted by forsaken1111
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[0.23.5]General Propulsionâ„¢ SOLD
forsaken1111 replied to Galacticruler's topic in KSP1 Mod Releases
His post just seemed really rude to me. Coming into someone else's mod thread saying "You know I disapprove of this..." like we care what you approve of? If you don't like it, change it. Its easy to change research nodes. This isn't your mod. -
[0.23.5]General Propulsionâ„¢ SOLD
forsaken1111 replied to Galacticruler's topic in KSP1 Mod Releases
Do we need to get your approval before we develop mods sir? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
forsaken1111 replied to TriggerAu's topic in KSP1 Mod Releases
Just wanted to say that I started using this yesterday and it is fantastic. Far and away better than the stock panel. It works flawlessly with the interstellar mod as well, which I appreciate. -
If you mean the thermal turbojet, it doesn't need a TWR higher than 1 to get to orbit. You can do it with an upgraded nuclear reactor. If you're talking about the thermal rocket, yeah its not really a launch engine until you get antimatter or unless you have a lot of microwave transmitters around and a thermal receiver.
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I am assembling a ship in orbit right now (all I have left is the transfer stage!) which uses a 1.25m thorium fission reactor for main power but that is only active when the ship is doing research. Any other time I have two long duration 62.5cm uranium fission reactors running to keep the lights on. The transfer stage will be an orange tank with several 2.5m reactors/thermal rockets. I'm designing it now and it will go up tonight I think. This craft is bound for moho so I'll need a lot of dv to get there.
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So I did some pad testing. Granted this is in sandbox mode so all upgraded tech but still... With only about 61% utilization on the fusion reactor I show 62.1kn of thrust from the thermal turbojet in atmospheric mode. In liquid fuel mode I get 8kn of thrust. 62kn of thrust is more than enough to get a jet off the ground. I'm now working out a flyable design.
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I told my most recent rocket to land at KSC because the landing autopilot has worked flawlessly before. On the way down it decided to make a 'correction' which put the landing point in the middle of the ocean east of KSC, I'm talking miles out into the water. The 'target' icon was still over the KSC but the landing prediction was in the water. I let it continue since I had a quicksave and could just back up and try again. It continued down through the atmosphere then at 5km altitude it suddenly started burning like hell to correct as if it realized the error but it was far too late. The whole rocket splashed down hard while it was still trying to do a 'correction' burn, all hands lost. Bill, you will be missed. (until you respawn)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
forsaken1111 replied to ferram4's topic in KSP1 Mod Releases
So I've gotten around my heavy-lift flipout problem by including the payload in the MIDDLE of the rocket. Seems to work better.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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