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Supernovy

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Everything posted by Supernovy

  1. This should be all of mine: Or at least, all that I've uploaded. This album is notably missing the MELTING. EDIT: Not any more, added the 'Medium Energy Lift and Transfer Into Geostationary' launch vehicle. 32 tonnes to orbit, 24 tonnes to GKO.
  2. Except on atmospheric bodies, the delta-v required to get there is the same as the delta-v required to get back. Tracing a path backwards on a delta-v map should give the return delta-v.
  3. Ram air intakes have a higher intake area, which you can see in its part.cfg. This is not reflected in the VAB tooltip due to rounding.
  4. The engine nacelle has an air intake on it, which due to its high mass, makes a good airbrake. The radial engine body does nothing of note in 0.20.
  5. Quick point, the aircraft landing gear, the unpowered ones, have no mass in flight. They do move the centre of mass indicator, though, so I recommend putting landing gear on last.
  6. Moved to Mission Reports on request. Still haven't tried the Minmus cannon thing, I have to get around to that...
  7. Won't we have to update the crafts anyway to take advantage of the SAS changes?
  8. One tip that I heard for this is to add a small part as an indicator to where the CoL is in the VAB, then zooming in once the fuel is depleted to see where the CoM is with respect to the CoL, as the camera centres on the CoM.
  9. You'd have to go into Unity and add a mesh for the airlock (or ladder) in order for them to exit, and you can't import .mu files into Unity as far as I can tell. If you can find C7's old flight pack you might be able to import those models. Otherwise, just increasing the crew capacity should work if you use a mod like Crew Manifest to get them in and out of parts that do have airlocks. Here's a thread with a whole bunch of modding information: http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-0-20-Last-updated-17-06-13
  10. For fun of course! If you hadn't noticed, I just really like making satellite networks.
  11. Added [Plugin] tag, as this requires a plugin.
  12. I use SAS on light craft with low control authority, it seems to work better in those cases.
  13. Added a [Plugin] tag, as this mod uses a plugin.
  14. Sent an atmosphere probe and orbiter to Jool recently.
  15. Moved to The Junkyard, as this doesn't really belong in Support.
  16. I don't, haha, I get to about 45 degrees pitch then just ride it to MECO. It's two stage to orbit, the separator covers two 24-77 radial engines. It works pretty well, though. Here's a picture of the slightly uprated version of that upper stage using the kspx small tank: EDIT: It is a T30
  17. I've been using Mission Controller for a while now, and it really changes the way you design LVs This launcher gets a small comsat into semisynchronous orbit fairly cheaply, but still IMO looks pretty good. Just a reminder that small payloads effect much smaller rockets - and reduce the need for asparagus considerably. (I really need to get around to designing a medium/heavy lift launcher...)
  18. I heard someone mention surface bases: Neat mod, I haven't been having any trouble with it. I was planning on delivering refit modules on unmanned craft and getting the station crew to carry out the refit whenever a new wet workshop gets docked, so I don't have to send up a new refit module with each workshop.
  19. I have been working on a RCS/rover thing. Wheels at 45 degrees take a bit of finagling to get them to move correctly.
  20. The "normal" way would be going back to the space centre. I used End Flight at the end of a mission when the pod is safely back on Kerbin. Welcome to the community!
  21. Moved to How to, hopefully you'll get some better suggestions here.
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