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Volt
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Everything posted by Volt
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
The M-50s could certainly give you the world\'s best chargrilled launch pad ;P Two of them is more than sufficient to lift a pretty big payload. I\'ll post some screenshots soon of my two rockets, including the one with the problem. As I said I pinned down the problem, but I was wondering if it was intended; the decoupler strut puts a significant amount of torque on the stage it\'s decoupling, which can lead to it smashing into the rocket, with disastrous effects. Turning down the ejectionForce seemed to do the trick but, if possible, tweaking the direction the decoupler fires would be good. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
I love this mod. I\'ve made a very capable 2 stage to Mun 2m spacecraft with it and KW PLF mod. Five M-50s, 4 small 2m tanks, 3 large 2m tanks and 1 of my Centaur Command and Utility modules can easily do orbital exploration anywhere in Kerbin/Mun\'s SoI. I could launch a Centaur into an orbit synchronised with the Mun if I wanted to. I did a little bit of calculating on the FWR of the 2m tanks and found it was more efficient than that of the stock tanks - 1:300 as opposed to 1:200. I suppose there\'s a good reason for this, but it made me wonder if the pack was balanced considering just how easily I designed a Munar rocket (2nd design with the 0.8a version worked out fine with some Decoupler tweaking.) In fact, the decoupler story is interesting. I spent about an hour launching my Skypiercer 1C (then SP-x01) rocket and wondering why I lost control of the engines on the core stage at drop tank decoupling. To give you an idea of the context, the Stage I of SP-x01 was a small 2m tank with a large one below it and two M-50 engines on a 2m-2x1 plate. Radially attached on the decoupler struts were two identical setups except with one M-50. Fuel lines meant that the core stage drained the outer stages and was still full at drop tank burnout @~50km. However despite this seemingly huge success, I found myself pulling my hair out when the engines seemed to stop listening to my input when the drop tanks were gone. After I had gone to the barber\'s to get my hair sorted out, I noticed the drop tanks, which were considerably heavier than your conventional boostars (and a LOT more efficient), were bumping the large fuel tank on their way out. Eventually after much Kerbal testing (doing it again to see if it fails again) I checked the logs and found the large tank was being smashed off the rocket by the dropping stages and locking the engines on their current throttle: 100% in this launch profile. That glued the rocket together and gave me no control over it. I tried retro boosters on the drop tanks but they still listed into the rocket. Some time later I gave up grafting. I modded the Decoupler Strut to have ejectionForce = 1 and now SP-1C is my favourite launcher of all time. Although frustrating, the described episode was rather entertaining, a true Kerbal trial-and-error job at 50km. (Sorry for writing a lot as usual! I can\'t help being a writer. D:) -
Oh utter balls, my bad, I literally JUST checked that and found them, I was hoping nobody would have replied that fast. I mean jeez that was fast. Sorry about that!
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Something weird\'s going on with my KSP; I\'ve installed the entire probekit into the Parts folder, checked and double-checked, they don\'t appear anywhere in the parts lists!
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The Bahamut is insane. How did that not fall to pieces on the pad?! A very nice collection of rockets
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JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Volt replied to JellyCubes's topic in KSP1 Mod Releases
Are you guys using standard radial decouplers? If so, try editing one so it has ejectionForce = <1. The missiles work perfectly for me with my = 0.001 decoupler, although if configured wrong they do enjoy smushing into each other or my capsule. I use 3 fins with 3x symmetry by sticking the missiles on top of my pod temporarily, in case anyone needed that trick too. -
The Space Station design and screenie topic
Volt replied to Luigibro606's topic in KSP1 The Spacecraft Exchange
Not particularly epic, but I\'m happy with it... even the Intrepid SLS had trouble with orbiting this; I had a 50,000m dip into the atmosphere during orbital insertion but I managed to jump back out long enough to get to Apogee and push my orbit up a bit. The OWP-1 or Orbital Weapons Platform 1 is a small station that can carry from 1 to 16 Railgun projectiles into orbit. Each of these could be a lump of concrete or a high-impact durable tactical nuclear warhead, depending on how rich your nation is after the mammoth costs of launching this thing. There are provisions on board for two to three Kerbals to stay as long as their arriving spacecraft carries air, water and food for them, as there is barely room for movement next to the huge bundles of wires and silicon that make up the targetting system. The solar panels should rotate to angle themselves to Kerbol as long as you keep them pointing perpendicular to it, but we forgot to install the gyros, so you might have a power problem. It is not recommended to leave Kerbals on board this station without a lifeboat for any period of time. Symptoms of this may include: [li]Crew insanity/Space rage[/li] [li]Asphyxiation[/li] [li]Fart ignition and subsequent craft conflagration[/li] [li]Starvation/Dehydration[/li] Man, this entire topic makes me want to go to Mexico and beat HarvesteR until he promises to include persistence and docking in the next update. -
Are you using Yaw (ie, your rudder) to turn? If so, I made the same mistake. For some aerodynamic reason that I don\'t know yet, when you yaw, as soon as you release it your aircraft will want to snap back to its vector. This is normal behaviour. You have to turn using a combination of roll and pitch to turn in aircraft.
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Cold Station One + Heru'Ur Super-heavy launcher
Volt replied to Asmosdeus's topic in KSP1 The Spacecraft Exchange
Holy... That first stage, despite its distinct lack of BOOSTARS, could still make Jeb drool. -
In which case I\'ll redownload and test it when I get around to rebuilding everything for .13.
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I\'m using high res, with .12. I\'ve deleted the part for now because I haven\'t had a use for it just yet, but for the purpose of actually having the complete pack, it would be nice of it to work. ;D
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I\'m getting a texture not found error for kwPLFDecouplerAdaptor3m. I\'ve re-downloaded and re-installed the pack and still get the same problem.
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Industrial Flames & Explosions, Inc. - Version 1.4.2 Now Available!
Volt replied to JordanCox2's topic in KSP1 Mod Releases
This pack. Is. Immense. I can hardly criticise it. In the space of about three hours I launched my first Intrepid II which made it to the moon, using the second stage all the way up to the Munar Deorbit Burn. Then I took off again and did two or three separate transfer orbits to get a Munar Limbo going, then returned to Kerbin. Shortly after I managed to convince Bob to get back into the Orion capsule to launch atop the SLS, carrying below their seats a strange combination of plants in boxes and sensor packages with a metallic bit with a dish stuck to it on the bottom. Two transfers later, they had made it to 1 million metres, the designated HKO. Bill completed an EVA to open up and check all the sensor boxes and plant pots and then they jettisoned the satellite, performing a few docking-test maneuvers to test the Orion\'s RCS capabilities. They then de-orbited and experienced over 15 Gees in as many seconds. Bob was said to have \'thrown his own poop at the recovery team\' when he was removed from the capsule, which landed in a small lake. Oops, went a bit overboard there. ;D I\'ll get a picture of my mission payload another day. My only grievance with this pack was the lack of power on the Intrepid V 500 Series and the strange yaw to the left on the first stage of the SLS and V. -
Share your stunt planes, Acrobats and all planes small!
Volt replied to Asmosdeus's topic in KSP1 The Spacecraft Exchange
Minecon Notch interview? Pasted the wrong link, like a true Kerbal. : -
Hot damn. Looks like a complete cluster****, but it\'s actually effective. They won\'t know what hit \'em (who are we shooting at, again?)
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Even better. That\'s a pretty good idea.
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Hmm, I might possibly try attaching a lot of CaptainSlug\'s explosive bolts to the side of my final stage and deploying them when I enter the atmosphere. They might act as good chaff. Or, they might vanish. I\'m not sure how the bolts actually function because there\'s usually some huge SRB cluster in the way of my view when they fire.
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I assure you as soon as we can scale-up explosions and possibly animate our own explosions and epic stuff like that, and someone makes a nuke, I\'ll be dropping them from orbit, suborbit, spaceplanes... you name it. I think I\'ll even nuke the Mun. On a side note, just before I finished off this design I modified C7\'s SR-MockingBird with 4 RCS tanks to allow it to work (more) efficiently in space. It worked a treat, except that for some reason no matter how slowly I go, that damn plane can\'t land without the gear tearing it apart. Even with six parachutes open and a metric tonne of VTOL thrusters firing. I also made a little self-propelled \'drone\' which deploys from the belly - much more successfully than the ridiculous SR-71 drone testing that the USAF felt the need to carry out.
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Well, it didn\'t take me long to come up with it, to be honest. I had the idea that I would create an SRB-only ICBM, and started off by using the 3M core SRB, then a decoupler shroud, then the 2M core, then another shroud and a stock 1M SRB. It snapped. So I cut out the 2M middleman, because to be quite honest the added range from the first stage was negligible with the weight above it. Did I mention at this point there were no boosters strapped on? Eventually I perfected the 3m-1m core with 4 medium SRBs strapped on, and it reached my target, but I wanted a larger second stage booster so I went and stuck 8 more on. All this only took a couple of hours\' designing, but I kept getting frustrated with all the rocket wobbling and ASAS failures and retreating to playing chicken with mountains in a Vulcan bomber. I have to say, the tuned ASAS probably helped with this flight a lot, because the Minuteman IP prototype I built at first made me motion-sick from waggling. This one wobbles about quite a lot, but not that much. Glad you like it! If you want the .craft, I can attach, but I\'ll have to work out what mods I used and remove my custom radial decoupler. (it has 1 ejectionForce, gives a much more realistic \'nudge\')
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Hey all, Volt here again with another mod-heavy missile. I posted my previous one in the Post your Spacecraft thread, but that\'s been swamped by new posts. So I made my own. I decided - when the KW pack recieved core-stage SRBs and extra other SRBs - to try and create a missile based on the LGM-30 Minuteman III\'s designers\' concept of a rocket propelled entirely by solids. The reason for this is that liquid fuelled rockets are more costly to maintain at an alert level, due to the need for providing cooling and various other things to the fuel. The Minuteman III was designed primarily with ease of readiness in mind by eliminating any liquid fuel from the stack. Big bombs launched on top of wobbly stacks with high-powered Boosters. Naturally, Jeb had to try it out. My final result after three days of designing, in between spaceplane sorties, was this - the Minuteman II Heavy(WARNING BIG PICTURES): In the VAB: Just after the roll program for directing the missile to a target: Final separation of the first-stage boosters. The boosters fire until after the core stage, meaning that when my missile has its target, I can fire the boosters in the hole and immediately fix my trajectory, even with SRBs. In the true spirit of Kerbal: My trajectory after booster separation - I accidentally discovered the correct bearing and angle of attack to obliterate that area at the top of Kafrica. On previous flights I achieved a much shallower trajectory that would mean less chance of interception by anti-missile weaponry en-route, but 4 Control Canards to handle this beast at rollover is sketchy, to say the least: My current use for the upperstage. In theory it can be used to greatly lengthen the range of the ICBM, but in this case my target didn\'t need that functionality. So I used it to make the re-entry more epic. I apologise for my dreadful presentation; it\'s half past ten and I need sleep. I just wanted to document this rocket because I\'ll have lost the skill to handle it by tomorrow. Also, I know this missile currently smushes green men on KSP\'s enemies, but imagine that instead of three green men it\'s actually three green rods and a couple of sticks of dynamite in a metal tube. Kind of like Little Boy.
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Most Realistic And Acurate Aircraft Clone
Volt replied to MassiveEffectz's topic in KSP1 Challenges & Mission ideas
Not only that, but most aircraft will achieve some sort of lift at a hundred or less km/h. So at the moment the wings are all a little underpowered. -
Yeah, I\'d love a mainline version of this too. Someone should have done this long ago - I don\'t like deploying satellites to \'study atmosphere\' at 70,000 feet and having them bump into the upper atmosphere and aerobrake. I like precision. 8)
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Just noticed something weird about this pack. All three 1.75m engines are slightly off the centre, meaning the thrust of any spacecraft using these engines isn\'t quite through the center of gravity. This makes using them that bit more difficult. Might I request you make an update just to fix this and the red textures remaining in 0.11? Pretty please? ;D
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Please put some effort into your challenge posts and research to see if it\'s already been done or is even a challenge to do! I don\'t know about anyone else but I\'m getting sick of pointless challenge posts spamming up this part of the forum. I\'m trying not to sound like a flamer here but it is difficult - it\'s nothing personal, just the lack of effort and general forum knowledge is irritating me.