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KSP2 Release Notes
Everything posted by ShroomOfDoom
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Fixed Decoupler for KSP x64 on Windows - v4 - (July 22)
ShroomOfDoom replied to sarbian's topic in KSP1 Mod Releases
Thank you so much for this mod,sarbian -
Chaka Monkey - Closed Development Thread
ShroomOfDoom replied to YANFRET's topic in KSP1 Mod Development
Wow,this mod looks really awesome and i hope i can test it soon Keep up the great work and this pack will make it far -
Something strange is happening outside. It seems everyone is starting their own space program,but not a single rocket makes it into orbit. They all explode shortly after launch. I think they need more struts... Jokes aside,happy new year everyone!
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The 2 small probes are the Thor Pole Explorers from Lionhead Aerospace. Small,leightweight and perfect for landing on planets and moons without atmosphere. Though they can land easily on Eve too,even without parachutes. I packed them for the trip so i could do some science on Gilly.
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Transfer stage for a science probe with Eve as destination.
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Fooling around with a spend stage that crashed on the Mun. Nobody wanted to go on this trip to Duna,least of all Munfrid Kerman (right side of the screenshot)
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
ShroomOfDoom replied to ferram4's topic in KSP1 Mod Releases
I'm absolutely satisfied with this plugin,especially with the option to customize the cfg for our own needs. With this my rockets shall never fall apart again,unless i want them to Great work ferram4, this is now one of my all time favorite mods/plugins- 2,647 replies
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- kerbal joint reinforcement
- kjr
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If EA got their greedy little hands on KSP,then we would have yet another game ready for the trash bin.
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Kethane Refinery in Munar orbit. The "Cube"
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Thank you all for your usefull answers,it helped a lot with finding out whether my design functions or not I did as adviced by taniwha,and adde an engine directly to the converters and replaced the empty fuel tanks with full tanks. Turns out,the engines runs and there is no problem with the fuel crossfeed. Wanting to find out if the crossfeed would also work with Kethane,i downloaded Hyperedit and refilled the stations recources. It turned out the converters work fine even when not connected directly to a tank trough stacking or fuel line. Had all 4 converters running,Kethane drained and fuel/oxidizer filled back up through the conversion process. So,i guess my design works as intended,wich surprises me given that i'm a complete novice when it comes to the Kethane mod
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There are so many great mods out there,it's almost impossible to determine wich is the best. If you want to get stuff into space,then there is BobCat's Soviet and American pack,Core Anvil,KW Rocketry,Novapunch and AIES. For station parts i think Kosmos,FusTek station part extension and Large/Structural components are very neat mods. In case you want to go mining,i'd recommend the Kethane mining mod. If you don't want to fly your ships yourself or need help with it,or simply want orbital information,MechJeb is a great mod for that. For building stuff in space or on other planets,there is the Extraplanetary launchpad mod aswell as Orbital construction redux. There are many more mods out there and at times it's hard to chose wich one you want to install As for installing mods under steam,i think the procedure is the same as with the non-steam version. I hope i was able to help you
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Finally finished the second station. It's nothing special,just wanted to see if i could realize a design idea that i came up with.
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I have to say i like the look of the boosters,so imo there is no change necessary.
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The finished station is 1 or 2 pages back along with the beginning of the next project
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Some pictures from my trusty workhorse on a station module delivery mission. A heavy lifter design that gets up to 60t into low orbit. Since the fairings are modular,i can easily extend them to accomodate larger freight. The liquid boosters feed into the main stage and last up to 10km height before they are seperated. The main stage then lasts up to 60km and the final stage is used to reach the desired orbit. Since the last stage has a tone of fuel left when carrying light cargo,it can easily be used as a departure stage. It does feature a lot of struts,but you know what they say: When in doubt,more struts.
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Finally finished my station. Part count: 164 Mass: 378.66t Max crew: 125 And presenting the core of the next station:
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[1.1.3] Large Structural Components [24th August 2016]
ShroomOfDoom replied to udk_lethal_d0se's topic in KSP1 Mod Releases
It's from the Kosmos pack. -
More work on the station. Fuel depot,docking clamps for both stock and Soviet ships and the hydroponics section have been added along with another extension hub.
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New save,new station,currently about 50% done. Currently docked sections: Command section,2 residential sections,2 hubs for station expansion and the main generator to keep the crew warm and cozy during those cold winter nights. Part count: 74 Total mass: 114.24t Max Crew: 93 (must be cramped in there,good thing Bill is the only resident atm)