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Spanier

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Everything posted by Spanier

  1. Could you please make the SACNC smaller so it fits beneath a lander with the small landing legs attached. Currently, a lander with this design balances on the tip of the NC. The size of the Standard NC would be perfect.
  2. This orbit will let you crash into the mountains surrounding the equatorial canyon sooner or later
  3. That was just an example, in fact I deployed a chut on the way upwards, ran out of power and the parachute didn't open as I fell back to Kerbin
  4. Am I wrong or does a parachute not deploy when it just got predeployed while moving upwards (mustGoDown = true) and then is decoupled without a source of control. E.g. I have a rocket with 2 uncontroled strapon boosters with parachutes, that get activated on decoupling, I don't think they will open anyway.
  5. Can you make, that chutes fully deploy the faster, the slower you allready move, so a capsule doesn't drop that far, when you swap chutes from drogue to main.
  6. So do parachutes now deploy on hold, while I'm moving upwards and deploy as soon as my ship starts to drop? So I wouldn't need to put control to my boosters.
  7. Can you please add a feature that prevents the chutes to open while not moving downwards (helpful for recovering boosters)
  8. A unmanned mun-research probe, that has done it's job on a free return trajectory on it's way back to kerbin escaped on the SOI change with 4-5km/s to an orbit closer to the sun than Moho. And an old design of my escape tower exploded as soon as it REentered the 2.5km sphere around my vessel after separation: Before After Once I summoned it on purpose: The vessel ripped apart on impact (1,7% c). One part of the vessel flew around on the backside of laythe until it overheated, the other part (probecore) was reflected a lot faster than it came in.
  9. Can you modify the properties, so the parachutes only opens if the root part is moving downwards if I want them to do so?
  10. We all know the challenge to max out the techtree with the minimum amount of launches. This challenge is a bit different: The goal is: Max out the techtree in the minimum amount of time! Mods are allowed, as they don't break the balance (e.g. HyperEdit) To prove your time, post a picture of your techtree and of your tracking station. The least time needed, the better you are. Hard mode: Don't use transmissions! Ranklist: --- --- --- Hardmode: --- --- --- Have Fun
  11. Could you add MFS Support for the Stratus-V Tanks, so we can put normal fuels inside them?
  12. Ok, my game crashes on loading of your HD version, after taking ~30s per image, I think due to RAM shortage, although I have 8GB of it
  13. One gas giant (5000km) with rings and a moon (400km) with atmosphere (1.5-2bar) and it's own moon (<20km), and some smaller moons, one (<75km) within the rings and one with relative rotation and extreme volcanism. And an ice giant (1500-2000km) with a retrograd moon (<300km). New moons also should have some nice geoligical features (huge impact craters or irocese ) Sad that KSP engine doesn't support coorbital moons
  14. Will the mass/size of those semi-neutron stars fixed at all?
  15. -Second gas giant (bigger than Jool) -Moon of a gas/ice giant with it's own moon -Retrograd moon -Comets -More asteroids -Gas giant with (little) oxygen -Magma lakes on Moho
  16. As the devs allready noted, that they're interested in adding realistic aerodynamic behavior, this would allow it to let eve have a denser atmosphere without breaking the game. If thought of a presure scaling of 2-5 times the value it has right now. Therefore the scaling factor should be lowered to not break existing crafts in a low orbit. Furthermore Jools atmosphere could be altered to not simply stop 100m (?) meter below the "surface", but to go down several kilometers below there up to a point, where everything overheats (like at Kerbol). By the way, the surface of a gas giant is measured as the level where the pressure exceeds 10bar, so Jool's zero level isn't set correctly I think.
  17. I like the work and idea of that mod, but I think, the high inclination of the second gas giant and the size and location of the most planetoids a bit odd. Maybe placing thos asteroids/planetoids to a "belt" and make the gas giants orbit more reasonable. It seems physically false how its arranged now (except for the comet, I like that one)
  18. You didn't look into the pictures, did you, they aren't active on pitch. And SAS only tries to compensate the pitch falsely induced by the roll command.
  19. Holy Moly, you did it! Is it compatible to any form of joints (respectively interstage adapters from the procedural fairings)?
  20. I have a problem in combination with FAR with the medium winglets: I'm using them as main wings and their control surfaces as flaperons for roll and pitch, but testing the roll capability only, I recognized, that instead of moving contrarily they behave as I would pitch. As the SAS is activated, my foreplanes try to compensate the reaction by pitching in the other direction, resulting all horizontal control surfaces to do the same action. I allready posted in the FAR thread, but ferram meant, that it would be a problem with the wings itself
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