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KSP2 Release Notes
Everything posted by LameLefty
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Well, if you looked at the notes for all the dev versions since the 2.2 release, Serbian has tweaked the docking code a number of times. Post details about the craft involved, the orbits, etc (basically all the stuff he always asks for if people need help) and he or one of the other project contributors can usually figure out what's going on. EDITED: Actually, as I always forget, he asks for bug reports on the GitHub page ... https://github.com/MuMech/MechJeb2/issues
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I wrote in "KSP: No More Free Launch" - i would've written out "There Ain't No Such Thing As A Free Launch" but it seemed too long. (I've read THE MOON IS A HARSH MISTRESS at least half a dozen times over the years).
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But I didn't return safely. Landed on the side of a mountain and the capsule tumbled down the side, killing Bob and Errick Kerman.
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I started a new 0.23.5 play through with FASA parts last week while we all wait for 0.24 to upset the apple cart. Having progressed along the Tech Tree enough to unlock all the Gemini parts, today I made my new program's first Gemini-Agena docking and high-apoapsis flight.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
LameLefty replied to ferram4's topic in KSP1 Mod Releases
Well, Spaceplane Guidance doesn't really DO anything except give you the target/glide slope indicators. You don't have to use the auto land option. It works great, my runway over-run notwithstanding (I landed a bit long, had no parts set for use as airbrakes and couldn't slow down fast enough).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
LameLefty replied to ferram4's topic in KSP1 Mod Releases
Out of curiosity, if you use MJ, why not use the Spaceplane Guidance module? It not only targets whichever end of the runway is closest, but also gives you an adjustable glideslope indicator. It can also be set to target the Island Airstrip instead of KSC.- 14,073 replies
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Although I bought the game through Steam I very, very rarely play through Steam, I just launch the shortcut to the KSP executable from my desktop. I think I may have two cards, lol.
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Never heard of that one, I'll have to look for it. Still, this is the sort of thing a MM .cfg file should be able to handle, no extra plug-ins required I wouldn't think.
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Hey Frizzank - I LOVE this pack. Your models and textures are fantastic. I've cleaned down a huge number of mods and started a new save in order to role-play a new "alternate history" game just to use it. One quick question though - can you think about providing an optional FAR-specific MM .cfg file so that those of us who play with FAR aren't able to put a Mercury-Redstone into orbit, or send a Mercury-Atlas to orbit the Mün? With FAR's more accurate drag model, and these parts' excellently-realistic aerodynamic configurations, they are WAY overpowered. Either way, thanks for your excellent work on this mod. I (heart) it greatly.
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That's a pretty darn good model! Suggestion - make an alternate set of parts for an undamaged Skylab, as it was planned. That way people could play out lots of alternate history scenarios. If you're really confident and optimistic in your modding skills, model the damaged Skylab (as in real-life) but make the solar shade EVA deployable and required in order to make the station habitable and fully functional. You could even make the one surviving solar wing require EVA deployment (the "windmill" arrays on the Apollo Telescope Mount deployed properly).
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[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
LameLefty replied to RoverDude's topic in KSP1 Mod Releases
I believe that floatation collar around the capsule was added by the recovery swimmers before they began to help the crew out of the capsule. The ones on top inflated automatically after splashdown to make sure the capsule floated in the "Stable 1" position (pointy side up!) in the water while awaiting rescue, rather than the Stable 2 position. One mission (I want to say Apollo 15 but I may be mis-remembering) ended up in Stable 2 before the airbags inflated. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
LameLefty replied to Starwaster's topic in KSP1 Mod Releases
I've determined that telling MJ to use a custom ascent profile, beginning the turn at about 1,500m and the curve profile set to 70%, seems to work okay for most of my designs so far, presuming I have enough control authority in the lower atmosphere.- 5,919 replies
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While I will not get to compete in the Kerbal Cup...
LameLefty replied to Whackjob's topic in KSP1 Discussion
It was for things such as this that the term "Whackjovian" was invented. All Hail the Master! -
I had that problem whenever I tried using Green Skull's .cfg files for ATM. Once I removed his .cfg file for RPM, the problem went away for me.
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It's a reference to the movie GHOSTBUSTERS. You obviously haven't seen it; do yourself a favor and fix that immediately.
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His post says he downloaded the 1.1 update specifically because the trust is now supposed to be balanced. However, in his experience, it is NOT balanced despite what the description says. Now, having said that, I haven't checked myself. I will say that I once accidentally ran out of fuel in LKO on a test mission with this pod. I dumped my service module, oriented retrograde at apoapsis and used the abort motors to de-orbit. Worked a treat.
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First off, who said anything about cryogenic fuels? Given the ISP of RAPIER-type engines, it's almost certainly RP1 or the Kerbal equivalent that's used - RP1 is close enough for government work equivalent to Jet-A for jet engines (as in, RAPIERs used in open-cycle mode with atmospheric air for the oxidizer). I'm an aerospace engineer and I know what I'm talking about here. So yeah, maybe we need modded configs to allow "LiquidFuel" resources to be carried in wing parts and "Oxidizer" resources to be carried in fuselage sections, if you want to pretend to be serious about the structure of tanks (LOX tanks are usually oblong spheroids or cylinders with spherical-section domes at the ends). But since the stock game aircraft fuselages are "fuel-only" anyway, why not reverse that? Make them "LOX-only" or configurable in the VAB, and make wet wings?
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One thing I wish the spaceplane parts in KSP did a little more accurately is account for fuel - specifically, real aircraft store the vast majority of their fuel inside wing tanks. If aircraft parts in KSP were also fuel-bearing, it would really help deal with the issue of moving CG during flight. Heck, even making the parts crossfeed-enabled (or tweakable in the VAB) would eliminate the need to run ugly yellow external fuel pipes across our wings.
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You should get the Aviation Lights mod - WAY better looking aircraft lights and beacons, with multiple modes (solid, flashing, double-flash ...) all controllable by action groups.