Jump to content

thevegimobil

Members
  • Posts

    92
  • Joined

  • Last visited

Everything posted by thevegimobil

  1. Hi guys, I remember ages ago there was a mod that allowed recovered stages to be reflown as spacecraft rather than just recover the funds and the build a new one. I have searched and searched and I cannot find it anywhere. Ideally I would be recovering my shuttle and reflying it rather than paying for a new shuttle everytime.... Also my Falcon 9 analogue. I would love to refly landed booster stages. Could someone point me in the right direction? On a seperate note - Is there a mod that logs the flight once it hace completed? As in - type of craft flown - duration orbit details. And a place for notes so that you can log what happened on the mission? Then I can have an archive of my launches? Thanks in advance! C
  2. Thanks! Yeah that's a good idea re moving mass up the stages. Though I want to be as reuseable as possible so wouldnt want to bump too much up a stage. Interesting comment on the powered landing sensibilities I hate the idea of parachutes!!
  3. Hey guys! I wonder if I can get your thoughts on how best to execute the Space X launch profile. I have a stock a like Falcon 9 that I am really proud of. However... I can't seem to determin the best and most effecient way to burn back to the launch pad. I find that I have to sacrifice so much Stage 1 dV that it makes the 1st stage less useful to orbit, it leaves too much work to the second stage. I wonder what the most effecient was of burning back to KSC is in your opinions? In order to get an efficient enough flight I have to burn at a shallow angle, but that means loads more horizontal velocity to burn back on to reverse my course to the space centre. I have a landing site on the island to the North West of KSC which is perfectly placed for this type of launch, though its still pretty close and I would love to hear your thoughts. I am saving a lot of delta V for the landing burn at this stage and would like to fine tune my launches before working on my Falcon Heavy variant! C
  4. I have no idea how licenses work, sorry. I take from what you said: it allows the editing of the original content and sharing of such edits? Only wnat to give it out if people actually think it would be useful etc... don't want to step on anyone's toes, seems like this has been quiet for a while. C
  5. Hi guys, So you have a space station in orbit full of data and you can 'Do Science' which uses electrical charge to generate science. Sounds realistic enough. However what about other resources.... To me looking at the ISS Ii see private and national space agencies garner huge reputation globally for resupplying, docking and building the station. What about that in KSP? I was think of making a part (similar to the science lab) that turns energy (or other resource) into reputation per day. Very slowly a la the science lab. That makes sense to me as a balance addition to orbital station functionality. My question though is that is this possible to do in ksp? I know you can gather science into the overall budget from flights but i think the only way of getting reputation if from contracts and milestones, is it even possible to 'generate' in game? Same for funds.... I throw that question out to the far more experienced community. C
  6. Sorry to be a pain but how do I do that for the stock 'Vector' engines?
  7. Hi guys, Don't mean to bring up this old post unnecessarily but I actually came across these pods last week and love them. I had the problem with the pod rockets having their thrustVector really off. So I opened them up in blender and fixed the incorrect angle. I also made a cargo variant with KIS that has no Kerbals, a probe module and KIS Inventory. This is basically like the dragon cargo variant. I also changed the textures so the windows are not glass, they are the hull colour, looks kinda cool. Not sure what the rules area as I know this is someone else's work but I fixed the problem I see a few people have had and would be great if people could use these pods again... maybe its worth me sharing the files? EDIT: This is in the latest version of KSP BTW
  8. Anyone getting the end yaw for the end effector coming out of the joint and hovering weirdly away from the arm? Almost like the pivot is broken?
  9. Hi guys, I'm looking to get the launch effects from Cool Rockets. I can't seem to have them working. I have a load of those 1k thrust engines at the bottom of my stack and there is no effect on them. Similarly I have no ice effect on the fuel tanks. i am sure I am missing something simple but would anyone be able to point me in the right direction?
  10. @Red Shirt I have RCS and monoprop. It just glides right past. i will try adding additional reaction wheels to see if it is just a bit screwey
  11. Hi guys, Im on the latest KSP version and the latest available CKAN MechJeb version. When I use ascent guidance it launches until apoapsis and then it goes right past the circularization node without firing the engines... is this a known thing or do I need to look into it more? I do NOT have the 'skip circularisation' option ticked. Thanks for any help!
×
×
  • Create New...