spacewalruss
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KSP2 Release Notes
Everything posted by spacewalruss
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This has made me incredibly skeptical about the development, integrity, and management of KSP 2 under Take 2 Interactive's direction. I will not be purchasing this title on release as planned, and I'd urge all those who love Kerbal for what it is to think very carefully about their own purchasing decisions.
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Yup, full version of RealChute fixed it. Cheers folks!
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I have an issue where installing this basically removes parachutes from my game. The parts are there, but they have zero functionality. Parachutes don't appear in staging, they have no properties, no right-click menu, etc.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
spacewalruss replied to DasPenguin85's topic in KSP1 Mod Releases
I was using the payload box not the regular one -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
spacewalruss replied to DasPenguin85's topic in KSP1 Mod Releases
Great looking mod, Love the concept! I have a problem though- how do I fit more than 2-3 'modules' in a box? They look like they should be 'drawers' or such and stack, but the attachment nodes only allow me to really put in one or two modules. Once one is a probe core, then I basically have a choice- science or prop, + batteries (and only one science). Is it really that small or are the attachment nodes not working? - - - Updated - - - Great looking mod, Love the concept! I have a problem though- how do I fit more than 2-3 'modules' in a box? They look like they should be 'drawers' or such and stack, but the attachment nodes only allow me to really put in one or two modules. Once one is a probe core, then I basically have a choice- science or prop, + batteries (and only one science). Is it really that small or are the attachment nodes not working? EDIT: stupid me. Wrong box! building my boxsat now -
Are there any working at the moment? can't stand mucking about with the standard parts
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Put my space telescope (tarsier space tech) in orbit and took many happy snaps! Here are some of the best:
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Just did this launch, skin temp was approaching 1000k, screen shows alt and speed.
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- reentry
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I've had similar issues with an RCS tank (stock 2.5 meter one I think) on top of KW's largest 2.5 meter LF?o tank overheating on the way up and exploding, effectively cutting my rocket in half. Burning prograde, very gentle grav turn (10 degrees or thereabouts), speeds are low (last time my speed was around 300m/s at 14,000 meters!) No screenshot sorry but I can make one if needed... EDIT: THis has been a reocccuring problem with just this part in my launches.
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Today was the first day of my rebooted campaign (stupid crashy crashy) -Launched Kutnick-1 (first LKO satelite) -Launched Moho-1 mission (despite it's name it was actually just a 1 man LKO flight) -Launched Moho-2 mission (bigger rocket, 3 man LKO) -Launched Moho-3 mission (3 man launch on a modified Moho-2, managed my first free return to/from the Mun! My kerbals got a nice close view of the mun as they whizzed past the dark side about 20km above the surface. Needed 2 correction burns (one to dodge the munar surface, one to widen my return orbit out enough not to crash and burn. I'm using deadly re-entry). Took a whole orbit to burn and aerobrake into atmosphere, but the re-entry was successful with everyone returning safe and sound! Only 11.5 hours mission time too Feeling pretty happy. Normally someone's died by now! Oh and I jumped on the ribbon bandwagon
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Introducing.... the first from JumpSteak Industries- our brand new Munar rocket, the MunarBalistic! With years of hard Research and Development, JumpSteak industries as selected the best componants and contractors to bring you the finest in Orbital and Munar transport! Featuring our patened Mk II pod with it\'s spacious interior, volumous fuel capacity and state-of-the-art flight systems, this rocket will serve you well in all your travels...providing you don\'t let Jeb control your Munar Descent. The first stage of our rocket features our patented \'fuel tanks as legs\' design to provide you with the stability on the launch pad that you so desire, as well as providing that extra precious few kilometers on your inital boost! The legs also hold stabilising gyro rockets, to keep you flying where you want to go! All this coupled with 5 Kriffun-1a liquid fueled engines from Sky Penetration Co. gives you the power to go anywhere! The Second stage of our rocket comprises of another Kriffun-1a and stabilising rockets, and comes into action at an altitude of roughly 26,000 meters. With this high poweder engine and over 90 seconds of burn time, you can easily establish a low orbit or be wel on your way to a higher one with this baby! The third stage, used for final orbital corrections and Munar operations, consistes of a high efficiency Atlas IV engine from Industrial Flames and Explosions inc. and not 2, not 4, but 16 DTS-18 disposable drop tanks from White Monkey Kithenware and Space Parts Factory. With those puppies on board you get an extra 288 units of fuel, when combined with the Atlas engine this equates to quite a bit of extra burn time! The final piece, our lander module, comprises of a...errm... generic module we most certainly did not buy from pirates, combined with a the very best assorted lander parts from the best manufacturers! Note: Prototype not available due to Jeb\'s total lack of piloting ability Launh Pad shot Under Way Seperation of first stage! Second Stage gone! Last known shot of prototype Lander MODS: WMKSPF 0.3.2 Probodobodyne Construction Kit 0.4 KSP Silisko Edition 1.2 IFE 1.4.1 Down Under Aerospace & Party Supplies 0.3 cBBp Sky Penetration Co. Produces pack 0.4 I don\'t know if ALL these mods are in this rocket but they are all the ones I use... so might help if you have them all :S Happy flying!
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This is my second orbit-capable multistage rocket! She's very straight forward, a liiiiiiitle finiky at liftoff, but very stable in the later stages- as a test I lifted her off and just went hell for broke vertical... now running on ion engines at about 11km/s at 4,600km from the pad. Pretty sure you could swap the ion engine out for a payload, not tried yet. LOTS of fuel- could be possible to do a transfer if there was somewhere else to go and your math was good NOTE: On liftoff zero your throttle and ramp her up SLOWLY - otherwise the first stage liquid will go through the center of the rocket and into the command capsule. LITTLE bit op but once she gets going you'll love it! DO NOT EXCEED 25% THRUST ON INITIAL STAGE UNTIL BOOSTERS HAVE SEPARATED. Trust me. It will end badly otherwise. Oh, and engage SAS before launch. Sitting on the pad LIFTOFF! Initials gone Jed says goodbye to the secondary boosters Second stage all alone Into the final maneuver stage Command module separates and maneuvers on ion engine ] Requires: Mechanical Mouse Industries Ion Engine Pack MTS Ltd. Tuned S.A.S Set Silisko Industries Doughnut Research & Spacecraft Development Pack Heat management pack ... I think that's it. EDIT: AND Eclypse (Ltd) Space Division parts pack v1
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Hey folks! yet another introduction... I've always loved 'the thinking man's game' - playing all sorts of sims from Tiger vs T34 to flight sims like LOMAC and IL-2, to SH3 (subsim is where I discovered this) and in the past a fair bit of Orbiter. Gotta say, I'm loving the simple yet deep approach of this game- one can have tons of fun just screwing around while alllowing some pretty complex stuff! I'm yet to do a full pass of the planet or achieve anything like a stable orbit (started playing last night) But I'm already stocked up on extra parts and have had two craft I KNOW are capable of orbit... if I can just nail the window properly!