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Flaser

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Everything posted by Flaser

  1. Small suggestion: Being one of the "big" part packs, this project really should be on kerbalsnet too, as the later is shaping up to be *the* repository for parts & plugins: http://www.kerbal.net/
  2. Does this actually take whether you're in a "retrograde" orbit? (I.e. heading is 270 degrees) This makes sense for going to planets "below" you in the gravity well. I tried going to Eve and the results were hilarious since I don't think the plugin didn't "think" of my "sensible" approach xp.
  3. I just did some testing and I confirmed that the big landing legs cause the ships while folded as for some reason they have a torque effect on the ship. EDIT 1:The hell of the thing is I\'ve just checked and the part parameters in the config file are the same as the stock leg... which doesn\'t have this issue. EDIT 2:Except for the Breaking Force & Breaking Torque entries. I guess these parameteres were missing from Harvester\'s part, since apparently these forces are only calculated correctly in the part\'s deployed position. Removing the parameters solved the issue.
  4. Could you make a retro ullulage radial booster? Some parts - like nosecones - can't have anything strapped on them, and with retro boosters you can add them to the stage you're discarding instead the stage you're just launching. Unlike Sunday Punch's retromodule yours can be strapped onto anything which is a very big plus. Also, this pack is awesome - it finally allowed me to fly SP's kerosine engines without them tilting over.
  5. Looks like I'm among the few who like to recover boosters. I've just found out that you can't attach radial chutes to the 1.75 tanks, but can attach them to radial decouplers.
  6. If I attach them that low, they tend to break off... then again, the NERVA is one, fat bitch. (Probably the heaviest single nozzle engine in KSP now). It *is* possible to land one, using thrust though.
  7. Wonderful release, but I can't help but be greedy Could you make a leg that's long enough for the NERVA? That engine seems to be tailor made as a 1st stage orbital and lander engine.
  8. Actually he'd need to make 3 as it's possible to use the 3m-to-5 hardpoints adapter to build 2 more stages. One with the stock (stronger, heavier) LF engine and one with the lighter engine supplied in this mod.
  9. This is a fairly simple, yet effective rocket. It needs the Wobly Rockets, Triple & Radial Parachutes parts to make. It's the product of a line of predecessors, some byzantine others simple like this the finished product. The final improvement was moving from boosters+2-stages, to a booster+3-stages design, splitting the big, double fuel tank and adding some lighter LF engines. I can routinely push this design to a 40-60 kms high before even starting the NERVA for the orbit stabilizing burn... and the later has more than enough juice for that, deorbiting and landing. The boosters of the craft are recoverable, and so is the 1st stage.... and the 2nd stage if it somehow survives re-entry. The 3rd stage contains a NERVA engine and the command pod can *NOT* be detached, as leaving nuclear material scattered is very bad PR. (Actually it's possible to land the command 'stage' with the engine alone). If you're 'cost' conscious, you may probably get away with using only 6 medium boosters, as well as removing the engines of the second stage (but keep the fuel!), the previous versions all flew with that design...
  10. Have you taken a look at the triple parachute? It may give you some ideas. http://kerbalspaceprogram.com/forum/index.php?topic=286.0
  11. Could you also make a decoupler shroud for the NERVA? It's slightly longer then the long shroud. Awesome release, BTW.
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