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MoodNiatrec

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Everything posted by MoodNiatrec

  1. I started fresh with 0.17. They were part of my very first mission, which managed to place all 3 Kerbonauts safely on the surface of the Mun where they still remain awaiting the arrival of more ships to establish a Mun base. Their ship should have the fuel necessary to return to Kerbin when the time comes.
  2. Wow, glad to see there's so much interest in this little project. I've been bogged down with school work so it's taking me longer than I'd like to update it. Since I've downloaded 0.17 I've tried a few different ideas. I haven't figured out how to control the capsule without some kind of plug-in yet, so I've been sticking with the fire and forget idea. Lately I've been using the Reentry Capsule as the decoupler, which is what I've come to prefer. Ive found that mounting 2 sepratrons on the sides works best. When they're set to fire at the same time as decoupling, it can easily deorbit the Capsule from a 250km orbit around Kerbin. I'll still keep experimenting before another release to see what works best. As for the self-destruct module, I'll play around with it, I never even thought of using it for clearing debris, but great idea. I've started working on a 2 man capsule as well, though I'm not sure if I'd be able to create an internal model. I'll try and post another update later in the week. Thanks again for the support guys
  3. I'm just play-testing the Reentry Capsule and Self-Destruct Module a bit more, I should be able to upload them tonight,
  4. I'm just gonna test it out a bit more when I get home from classes and should be able to release it as-is later tonight. I love the idea of a built-in decoupler and will look into releasing a version that includes that. As for how to de-orbit them, you have to place them on the trajectory and fire away.
  5. Delta Engineering & Rocket Productions Co. (D.E.R.P. Co.) presents DERP Co. Parts Pack 0.1 http://www./?avy5bqauwjc2tfb Obviously since this is just the first release, changes should be expected over time. I would ultimately like to improve upon these parts as well as add more. Feedback is welcomed. Note: As of right now, since the Reentry Capsule becomes "Debris" upon ejection, it is recommended that you shift your focus and follow the pod down until chute deployment. There seems to be a bug that causes some debris to disappear if it's too far from the ship. What I have been doing to deploy the Reentry Capsule is setting a course for Reentry, ejecting the Reentry Capsule, then burning prograde to keep the original ship in orbit before shifting focus to the Reentry Capsule. Did one of your Kerbalnauts leave his oven on? Good news, you don't have to scrap the rest of the mission! Do you need a (relatively) safe way carry an extra Kerbalnaut back to Kerbin? Good news! We've got a Reentry Capsule just for you! Designed to work perfectly with the Mk16 Parachute, this Reentry Capsule will allow a single Kerbalnaut a free trap back to good 'ol planet Kerbin. The ship Transferring a Kerbalnaut into one of the Reentry Capsules Decouple! Starting the voyage home. We've got a good chute! Safely returned to Kerbin! Are you hurtling out of a control into space? Doomed to drift forever? Well the HID-X1 Self-Destruct Module is here to solve your problem. A quick (semi)painless death is better than weeks of starvation or asphyxiation. Recommended to be placed directly below Command Module. Warning: Self-Destruction not guaranteed! Out of fuel and hurtling away from Kerbin. What's this? the HID-X1 Self-Destruct Module? Better than starvation or asphyxiation. Lighting up the night sky. Self-Destruction successful! Cornie Kerman, you will be remembered. Possible planned parts: Reentry Capsule with built-in Decoupler. Micro-Solid Rocket boosters. Habitation Module 2-Man Command Pod Surface Habitat
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