princessjane
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Everything posted by princessjane
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Awesome job! How much pack did you have left? did he make it back to the ship?
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- IVA/ EVA combined... so go into IVA and manually move to and exit the airlock, now your EVA. - Make 3rd and 1st person camera's swappable while on EVA/IVA. - If no docking then at least refueling, preferably an EVA activity. - Kill the Chthulu - Make command pods a part like all the others. I want to build rockets with multiple pods. - Add the kerbals to the crew tab so we can select our crew - Part assembly save/ load.
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[0.17] [plugin+part] InterPlanetaryTransfer Calculator 0.1.1!
princessjane replied to younata's topic in KSP1 Mod Releases
Also had this happen until I restarted KSP a few times... so many bugs -
[0.17] [plugin+part] InterPlanetaryTransfer Calculator 0.1.1!
princessjane replied to younata's topic in KSP1 Mod Releases
Having the same problem... click the button and nothing. I was looking forward to this too. -
I use it for routine maneuvers like getting into that 120km orbit before burning for where ever I am going. I have been trying to use http://ksp.olex.biz/ and have yet to have it line up with a planet unfortunately. But I have been able to (wasting a ton of fuel) make it to all the planets.
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Jool Landing Megathread
princessjane replied to MedwedianPresident's topic in KSP1 Challenges & Mission ideas
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Just a place to show off all my stuff... KSL Alpha Mk 7 (9/23) Parts: 370 Stages: 9 Required Mods: None Optional Mods: MechJeb This lander was built from scratch aiming at a vanilla craft with greatly improved abilities over my previous crafts. With .17 compatibility this craft has the fuel required for interplanetary travel. Ascent is a little picky but when done correctly leaves no debri in kerbin's orbit. Start your gravity turn at 10km ending at roughly 70km dropping stages as they are used up. Closer locations can be reached and landed with the outer lander portion still attached, meaning there is enough fuel to land at multiple locations in 1 trip.
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Igor Sikorsky Prize: Stock Helicopter Challenge
princessjane replied to zekes's topic in KSP1 Challenges & Mission ideas
No it's noooooot. -
yep... broken images = fail
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Created my first part. modeled and mapped in blender, used the parttools in unity. cfg file is done. the part shows up and I can place it (it\'s a command pod) but I can not pick it up and move it after. anyone know what I am doing wrong? I made the node_collider obj in blender, what else am I missing?
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
princessjane replied to Normak's topic in KSP1 Mod Releases
I already provided the mirror DL once -
Ok, I added a functional satellite that uses the ISA MapSat plugin, going to be building a long distance Ion engine ship next I think in hopes of reaching the outer limits of kerbal space
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Is it possible to get more then one satellite 'mapping' at a time? (on separate craft)
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
princessjane replied to Normak's topic in KSP1 Mod Releases
I am in no way affiliated with this mod or anyone who made it, I am however providing a mirror DL of 4.1 for those of you looking for it. http://www./?82l2my2x3hefca3 -
The existing kerbal 'M' hairline and masculine names leads me to think they are male. I think the first female kerbal needs to be named Sally in memory of Sally Ride
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Thanks! I just added my first rover, I think it can make it to minmus but I have not tested it. Gonna work on some space planes now.
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Just updated with lander IX, now has more fuel and thrust then the previous lander. Currently working on a bone stock lander, designation 'Alpha' and following mod dependent landers will be designated 'Beta'. Also still working on a rover, most likely requiring the carts mod. After this I plan on working on some space planes.
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They can get there but really can not waste any fuel anywhere, the last stage of the actual rocket should be dropped at roughly apoapsis 120km and periapsis -50km then the lander will bring you to where you need to go but if the landing is at all inefficient then you wont be able to make it home. I will work on making them more forgiving to fuel wasting.
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yes, both landers can make it to the mun or minmus
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I also have found a lot of my designs are hitting the tower, I have resorted to using the clamps and launching my ship from above the tower.
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Hilde those are awesome... I love the 'strut fence' omg I love where this game is headed
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
princessjane replied to DYJ's topic in KSP1 Mod Releases
nope -
Ok, so the first spaceplane... if you designed the same thing in the VAB and launched it you we see that all the thrust is high up on your center and thus forcing the craft to nose dive, secondly you do not have enough wing to generate the lift required for that kind of weight. Some tips from what I have learned in space plane design... 1. try keeping your weight and your thrust as close to center as you can. 2. if you are not getting lift off then you need more lift generation (ie. wings) or less weight 3. using shift + qweasd to angle the engines very slightly up or down can help balance out the craft if the weight/ thrust is far from center. Hope that helps