HoY
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Everything posted by HoY
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I dont actually know why the fairings wouldnt be on their own stage where you actually want them to be ejected that setup works for me..
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MechJeb autostages through anything during ascent if its not an engine stage that hasnt run out of fuel. this isnt a bug, and Autostage has been fixed, so as long as he doesnt have it placed inside the launch vehicles staging it shouldnt fire after ascent guidance has been turned off. Get the latest dev build (build 69) from the first post in the mechjeb thread to make sure you arent effected by the autostage bug
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909's may be more effecient with a smaller ammount of fuel, but the more fuel you carry the more the LVN's extra mass doesnt matter. if you use mods, there are a couple of variants to the LVN you should look at. KSPX has a 2.5m version that has 150kn of thrust, Fatman has a 240kn version that has a higher mass but is also 840 ISP, this higher isp with higher mass is only benificial with more than a large grey tank, otherwise stock engines give better dV. Novapunch has a 2.5m LVN but i personally prefer the Fatman version better
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
there is not a way currently, and i dont think Majiir was planning on adding one. He did say a plugin could be made to strip the info out of the cfg but its not a simple task. -
are you using Kethane? does it work when you try to launch any other ships with Kethane parts installed?
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Up and Live again, working on some random things, possibly a challenge
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Quick question. Is there a way to remove the bind that opens hyper edit with F11? I didn't see it in a change log and haven't seen it mentioned as being added anywhere in the thread, but I went to start recording with Fraps yesterday (have record bound to f11) and the Hyperedit window popped up. Happens every time, and I don't see anywhere in the GUI where I can change it. AltH still brings the window up as well. It's not life threatening or game breaking at all, just wonder if there's a way to change it for convenience sake.
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You should move the Squad folder out of Program Files x86 and put it in C:\ instead A few mods don't play nicely with windows permission handling inside the program files directories, tho I'm not positive this will fix your problem (it won't make it worse at least)
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Lol yes it does. Sorry I forget sometimes that they are different mods, even tho they are both brand new I can't even consider building without both of them. I get extremely frustrated when either one of them isn't installed when attempting to build something purely stock, to the point where if there's a rule against any sort of mod I just don't attempt the challenge anymore!
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The firebat I linked there was just a 1 man capsule, but it can easily carry another 10-12 tonnes into orbit, I only used a lighter payload because it needed the dV to make it to Laythe without refueling. A larger version like the Marauder (a crude attempt at a 45t ssto but effective) can bring up a small station in one launch lol. Point is, yes it's quite feasible to use jets to get almost completely into orbit with even heavy payloads. I've seen some that can carry more to the order of 80t into orbit, tho those are more complex and time consuming to fly that is worth it IMHO. Even the 45t marauder was slow to fly due to the massive part count incurred by spamming air intakes.
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Press TAB to switch symmetry modes from VAB to SPH modes, and back. V does vertical snap, however don't go into vertical snap mode while in SPH mode while in the VAB or weird things happen lol It makes the parts think there's collider surfaces in odd places and will let you connect parts into empty space in the building.
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Jet-as-rocket stage isn't how I use them either. I use it like a spaceplane that takes off vertically and climbs to 9km before I start the horizontal flight, due to terminal velocity being so low below 10km. Between 20 and 30km my flight path is nearly horizontal, and the only actual vertical speed I still use is momentum from before I turned over. By the time I have an actual periaps my vertical speed has nearly all bled off and I then just increase it by raising the nose a hair. I don't use them the way Scott Manley uses them, basically glorified SRB's on his launcher. If I put jets on something I use them to their fullest extent. To the extent that I only get 1kn of thrust from the last firing engine at 65km trying to get that PE up as high as I can before I have to switch to the LFO engines. Here's a couple of my earlier hybrid designs, had posted them on the spacecraft exchange. They are 100% re useable designs, meant for bringing payloads up and down from Laythe's surface http://forum.kerbalspaceprogram.com/showthread.php/28431-I-Present-the-Firebat?highlight=Firebat The first post describes the ascent profile, which is still pretty much how I do it now, tho a little less sloppy now
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I'm actually spending most of my time this week building and flying wingless hybrid rockets, very small and light but that carry 6000m/s of dV and a single satellite to orbit. Just today I did the launch twice and put one around both eve and Gilly, in preparation for my first Eve launch vehicle test. (ISA and Kethane satellites, for refueling before landing And for landing on a high mountain) To be completely honest, hybrid rockets(or ssto's as many people usually call them) Are very easy with 100% stock parts. As soon as you get the hang of it it's just a simple matter of deciding where you want to go as soon as you get into orbit. Today I even figured out the numbers I need to punch into mechjeb to get a 80by30 orbit on jets in less than 10 mins where as before I had to do the launches mostly manually due to the unique launch profiles
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
HoY replied to Normak's topic in KSP1 Mod Releases
Day-old refresh ninja -
you ONLY need wings to go UP if your TWR is lower than 1.0 You have Much higher TWR than 1.0 so you can climb just fine without wings.. with only 3 intakes per engine however you wont get much higher than 22-24 KM. I recommend assigning action groups to the engines in pairs, so the higher you get the fewer engines you have running, thus alloting more intake air for the remaining engines.
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Live! building Another hybrid launcher, to save the hassle for later. I also may start working on an EVE launch platform shortly
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
Also, with the coming .21 update, nobody should be worried too much about preserving your deposit locations. -
This morning I have a couple Kethane and MexhJeb tutorials to film and edit. If anyone's interested and says so I can stream the editing process tho it is slightly less interesting than watching rockets explode Won't be until 8am PST
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That would explain it, this was back around 90 or 91, and still sticks out in my memory lol
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
Problem one is not a bug but you can dissable it if you don't like it 2, new one to me 3, what other plugins do you have installed? Editor tools? Editor extensions? I've never had trouble with anything in the VAB with any Kethane parts so that needs to be narrowed down a little. Have to tried it with stock + Kethane with the same results? -
You guys are all asking the same exact question. Re-read the OP, he said its a planned feature On another note, I remember one time I saw the inside of a car door that had been made with recycled metal, and there was what appeared to be the remnants of a coke can logo kinda stretched across the paneling. It still doesn't make sense to me to this day, as the door was made of steel not aluminum, however after looking closely at the fairing and seeing its made from recycled materials I think it would be a little funny if it could randomly have some left over bits of what the metal used to be before it was repurposed.
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Has payloader been updated? That version is from December, seems like it got Abandoned like loader/saver did..
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That's because the mod is now outlawed. Seriously tho, the author didn't leave a license with it so squad was forced to take down the link. There's a replacement for it now called Subassembly Manager, I'll edit with a link in a few mins. http://kerbalspaceprogram.com/subassembly-manager/