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RoboRay

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Everything posted by RoboRay

  1. You can assign/remove crew right in the VAB or SPH before going to the launch pad. There's no need for a mod that removes crew again on the pad.
  2. That would be redundant. You've already clicked on both the "to" and "from" capsules to open the menus.
  3. I'll have to say "please don't" do that. The beauty of this mod is its simple elegance. If you start adding inconsequential features, it just turns into another overbloated "do everything" mod.
  4. Yes, definitely check the FAR mod if you're interesting in any kind of realistic aerodynamics.
  5. I have three favorite SSTOs... Cobra: (A 15-seat passenger spaceplane) Hercules: (A vertical-launch/horizontal-landing heavy cargo-hauler) Javelin: (a two-seater spaceplane for orbital crew-swaps) The first two are designed for FAR. The little two-seater is an older design for the stock atmosphere. Functional parts like propulsion and wings are all stock.
  6. Agreed. This mod is considerably better than Crew Manifest if you only want to move crew around. Someone saying the separate Crew Manifest UI is "easier to use" than the stock pop-up menu is just funny!
  7. I've seen mods you people wouldn't believe... Airships floating off the shoulder of Laythe. I watched lazors glitter in the dark near the Eeloo Gate. All those moments... will be lost in time, like tears... in the rain. Time... to die...
  8. I saved Kerbin from an extinction-level event.
  9. Yeah, it's almost perfectly balanced. It's close enough that you can hold is straight by hand under thrust (with a joystick, at least... keyboard would be harder), but I just keep SAS on and it's no problem. The thing has several reaction wheels installed, to help it it maneuver cargo, so there's no shortage of torque available. The inevitable imbalance of grabbing cargo is way worse than the designed-in imbalance.
  10. I put together a new tugboat design... It can retrieve derelict vessels, catch unpowered cargo tossed to its vicinity, as well as wrangle asteroids.
  11. The Cobra... a 15-seat SSTO using TT's Mk3 Crew Cabin (otherwise, all stock parts).
  12. I built a 15-seat SSTO spaceplane. All stock parts, except for TT's Mk3 Crew Cabin.
  13. The nosecone sits on top of the Procedural Fairings mod Interstage Fairing Base. The fairings surround the nosecone and support the payload, on top.
  14. My reusable winged flyback booster... Full mission album here: http://imgur.com/a/Ka6rm#0
  15. I made some improvements to my reusable winged flyback booster. I've eliminated the parachutes, as it can now fly well enough to make horizontal landings! It's also been fitted with two jet engines, so it's not limited to landing sites within gliding distance.
  16. I'm working on improvements to my winged flyback booster. (An album of an orbital mission of the original Mk 1 design, vertically launched with a heavy payload is shown here: http://imgur.com/a/hFXiW#0) I've increased the wing area, added a couple of jet engines and adjusted the design so that it can fly well enough to make runway landings... assuming the fuel tanks are nearly empty, as-in returning from orbit. It's all stock parts, other than the Procedural Fairings interstage adapter for mounting payloads on the nose. It is designed to operate in a FAR/DRE environment, however. Now to see if it can still lift an orange tank into LKO...
  17. I've been working on a flyback booster that can lift a payload to orbit then return to Kerbin (in a FAR and Deadly Reentry environment) for reuse. I finally settled on a "flyaround" design that puts the payload (up to 37.5 tons) completely into orbit, then circles around Kerbin while returning home. For heavier payloads, strap-on boosters can be added.
  18. It was a year ago, but my proudest moment was probably accomplishing my first multi-body, single-probe mission to map the moons of Jool.
  19. Interesting looking! I may try that in Prepar3D.
  20. Nah... I'm a pilot. A MFD camera view isn't nearly as nice as a well-positioned window.
  21. The exterior looks great! Request: When putting together the IVA, please design it so that the pilot viewpoints are properly positioned. This has been a big problem in KSP, with even the stock pods not doing it right. The pilot's eyes (and camera origin) should be roughly centered on the window's vertical axis, so that a line drawn from the eyes to the center of the window is parallel to the longitudinal axis of the craft. This allows the pilot to see straight forward. If you can't see straight forward, even the prettiest IVA becomes severely limited in usability. (Try docking the stock Mk 1-2 pod from the IVA.) See FASA Gemini for a great example of how the pilot's viewpoint should be positioned, offering excellent forward visibility even through a single tiny window. I'm really looking forward to seeing where you go with this project. I can see a lot of applications for a larger pod.
  22. I don't think the planets actually have mass, at least, as far as the physics engine is concerned, since they are always on rails. If their gravity field was based on their mass, our own craft would create gravity. I'm sure gravity is just applied as an assumption of the patched-conics implementation. Assigning mass to the planets in the same way as it's given to parts would seem to serve no purpose. So, latching onto a planet shouldn't make your view dive deep below the surface. As far as your camera viewpoint is concerned, the "craft's" center of mass hasn't moved.
  23. You can actually design a proper, efficient launch profile using just tuned SRBs. Say, for a small satellite launch: S1: A small RT-10 at full thrust, but only half fuel quantity. It gives a lot of thrust to get you up to speed quickly, but burns out rapidly so that you don't get pushed way past terminal velocity (or into dangerous atmospheric heating if DRE is installed). S2: A big Rockomax BACC at 30% thrust and full of fuel. It provides a long-burning moderate thrust to lift you up out of the atmosphere and build most of your horizontal velocity. S3: A ring of several Sepratron pairs mounted around a stack decoupler. Fire as many pairs in sequence as are required for final orbital insertion. Another tuned RT-10 or even another BACC can be inserted between S2 and S3 as needed, depending on the payload. It may take a few tests to figure out the best thrust-limits and fuel-quantity for your launch.
  24. Hey, could you point me toward that info? I've been getting back in PS2 and would love to get TIR working with it.
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