Epsilon
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Everything posted by Epsilon
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Awesome, this is a very useful addition to the addon collection we have here. I would like to see these as part of the default installation as an alternate set of parts, that is they come with the installation and you can put them in if need to.
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Looks REALLY COOL. So original and classy looking. Why can't there be a quick way to switch out command pods? Can't they just make it so you can delete the command pod, and just place the new one in? Of course you HAVE to start with a command pod though.
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Well here is one of the lunar module that I have been working on. It's made in Wings3d, so it's pretty simple.
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
Epsilon replied to KingTramp's topic in KSP1 Mod Releases
I'll try adding another attach point at the top of the adapter and perhaps I'll do a duplicate S-IVB with a couple extra thing on it and a new texture for Skylab. Having a fairing doesn't seem possible for this at the moment. I'll just have to use a nosecone at the top of the orbital workshop I guess. -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
Epsilon replied to KingTramp's topic in KSP1 Mod Releases
Well yeah, I know the Saturn V INT-21 configuration, but I'm talking about building a replica of the Skylab station using the parts. -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
Epsilon replied to KingTramp's topic in KSP1 Mod Releases
I'm gonna try and make Skylab with this -
It was just a joke I guess it isn't funny.
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Time flies like a rocket in KSP to be more precise.
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[tt]What is this stupid thing?[/tt] Got some pesky friends on the other side of the world who just won't stop sending you [glow=red,2,200]trial software[/glow]? Not capable of building/using fancy coupling devices? Terrible at just about everything? Well if you said yes to ALL of those (Please understand that I'm joking here, I had to clear that up)... then the Big Bada Boom MK1 is the acciden- I mean thing for you! This rocket uses JUST ONE DECOUPLER. For power; the best liquid engine out there, a command pod (the explosive obviously) with a parachute for reasons you will find out later. Oh yeah and a bunch of solid rocket boosters too (can't go wrong with that). [tt]Yeah, well what does it look like?[/tt] The beauty on the launchpad... ASCENDING TO SUCCESS In its temporary orbit After it get's low enough, it begins to reenter Firing the engine again to pinpoint the target. [tt]Ok...But I dunno how to fly it lul[/tt] Steps to flight: 1) Launch (SAS doesn't matter) 2)Control is very limited, especially with the boosters on, so make sure you know where you are pitching in advance. 3) Shortly before solid rocket burnout, begin pitching over, just as you would climbing to orbit. 4)Adjust speed and pitch over until you are level at around 34,000 M. You should still be burning the liquid engine at this point. 5)You can go into a true orbit if you want to, I usually don't because it's not practical AT ALL. 6)Fire the engine if you have to to slow/drop the vehicle. 7)When you enter the atmosphere, keep the SAS off and allow the vehicle to follow it's own course. 8 ) Fire the liquid engine at full thrust to keep your speed up if you like. 9)(optional) At around 1000m off the ground, fire the decoupler and capsule parachute, this will fling the capsule back into the fuel tank, and if timed right, will break up the vehicle, creating a cluster bomb. Quite simple really. If you know what you are doing, you can play around with it. [tt]Oh ok then, but what do I-[/tt] Stuff needed to build this thing: NovaSilisko's parts Sunday Punch's Parts 1.09 Heat Management Solutions Excelsior Rocket Family Optionally, you can get the bomb packs and strap them on, but I never tried that so no guarantees. If you've been playing, you should probably have all these already. [tt]GIMME GIMME GIMME[/tt] Download is in the attachments. HAVE FUN REMOVING UNWANTED TRIAL SOFTWARE!!!! (I'm sorry if I packed a bit much into this post)
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Yeah, I made it about a week ago or so and when I went on these forums, I thought it'd be a pretty fitting avatar.
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I made it in this cool program called Ascii Animator. This is the site the program can be downloaded from (V 0.4): https://bitbucket.org/bpio/ascii-paint/overview Go to the downloads tab there and you can download it.
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Looks really neat ;D I'm in strong agreement with J Paul. Perhaps in a later release you could separate the wing parts. Nice simulated reentry.
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Jeb would need to put a lot more boosters on that to make it Jeb-worthy 8)
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QSLR or Quick Satellite Launching Rocket
Epsilon replied to MaMaPyCb's topic in KSP1 The Spacecraft Exchange
Good marketing techniques eh? -
Someone needs to replicate this. Make an image of Jeb chillin in a raft next to the command pod in the water.
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360 Degree view of the Discovery Space Shuttle
Epsilon replied to RangerDanger75's topic in The Lounge
If there's ever a truly working shuttle command pod in KSP with it's own interior, this is the one it needs to be modeled after. THIS ONE specifically. The missing components in the back, the crammed controls and tacked on messages suits it well. -
I like how Orbiter is such a capable program (just like KSP is too). There is a ton of stuff you can do in both. I think KSP is more user friendly in some cases. I'm used to non user friendly programs though so I'm not sure my opinion counts.
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'As an aside, Von Braun had said that no human should ever ride on solid rockets. They were just too dangerous. One in twenty-five blew up due to defects. They could not be stopped once lighted and thus had the potential for a major loss of life.' This is somewhat to an effect of what he actually once said (of course it was being quoted by someone else) I personally prefer liquid fueled rockets, but solid rockets are pretty cool and pack a big punch. Besides, what's a few Kerbal's gone boom going to do to the program anyway?
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You should give the heatshield an engine with no thrust power and lots of smoke, so during what would be reentry, the user could activate that stage and give the appearance of reentry smoke. (Or even flames)
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Chute Repaint
Epsilon replied to PeriapsisPrograde's topic in KSP1 Modelling and Texturing Discussion
I wanted to have separate chutes with different colors just for the fun of it, so I copied the folder that had the files in it, and renamed them. Then I put this file in the new folder and changed the config file so it would read the texture (I changed the name of the texture). Now it always uses the blue chute regardless of the one I chose. What am I doing wrong? -
What about deorbiting? You want to bring your little astronauts back eventually? I'm assuming you could fire rockets in the direction of your travel, just as they do in real life.