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KSP2 Release Notes
Everything posted by TaranisElsu
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
All of my parts come with Actions defined Would you explain a little more? I have played with KAS some, but I do not quite understand what you mean. Are you saying that I could add something from KAS to my part's cfg? Or add my module to a KAS part? -
Your design is pretty close. Good job. As has already been said, you have enough fuel but not enough thrust. I recreated your rocket as best I could based on the picture, and I recommend the following changes: Replace the center engine cluster with a Mainsail engine. It single-handedly solves your thrust deficiency. If the rest of your engine clusters are LV-T45's, I would replace them with LV-T30's. They have a little more thrust, and you won't need the thrust vectoring because the center Mainsail will provide plenty. Add fuel lines from the boosters to the center stage (outer orange tanks to inner orange tank). This will make it empty the outer tanks first so you can drop them, and still burn the center engine for a while longer. You can do the "asparagus" staging, but it is not necessary to take it that far. Get rid of the second ASAS -- every one after the first is only extra weight because they do not do anything more. SAS are additive though, so you could add lots of those for more stability, but I didn't need it. Move your separatrons so that you have one at the top and one at the bottom of each booster, or one on each side of the center of mass. The way they were, the boosters ended up moving down and together, blew each other up, and almost took out the center engine. Do you have any RCS ports? I see the RCS tank but no RCS ports in the picture. Are you hoping to bring your crew home? I see no parachutes . And you would need a separator between the Mk2 Lander-can and the RCS tank (I added two separators). Add a lot of struts. The whole thing wobbled around quite a bit the first time that I sent it to the launch pad. Here are some pictures in the VAB: Here it is in orbit: Returning safely to Kerbin (I had a small staging malfunction, separate the crew modules from the rest of the rocket and then pop the parachutes and split them): Launching tips: Make sure you do not overheat the Mainsail. Two notches from maximum is enough (about 80% or so). Go straight up to 10 km, then start your gravity turn, turning to the East (90*), gradually decreasing your pitch until your nose points to the horizon at around 40 km. Cut the throttle once your apoapsis is above 80-100 km. BTW: I had another 2200+ dv while in orbit, enough for a round trip around the Mun . I recommend getting either Kerbal Engineer (http://kerbalspaceprogram.com/0-18-1-kerbal-engineer-redux-v0-5/) or MechJeb. They both show you your calculated delta-v and thrust/weight ratio per stage. Very important numbers to design around. Or get out a calculator if you do not like mods Also, Kerbal Crew Manifest will help you fill the lander can (http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/). Happy flying!
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Something I noticed is that you have fuel lines on solid rocket boosters.... You cannot move around solid rocket fuel. Also, I agree with some of the other responses. You overdid it a little bit. Remember that less is more, especially when launching rockets. But congratulations on a working design! It really is an achievement to get into orbit, or get to another planet. With a little refinement, you'll have an awesome rocket
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Unofficial Kerbal Space Program Model Rocketry Thread
TaranisElsu replied to Rockhem's topic in Science & Spaceflight
Has anybody played with OpenRocket (http://openrocket.sourceforge.net/) or RockSim (http://www.apogeerockets.com/Rocksim/Rocksim_information)? I just found out about them, and am having fun designing a rocket in OpenRocket -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I like the idea of delayed destruction. I will need to look into it because right now it only works if it is running on the active vessel. It probably won't work from EVA. I should look into that also -
[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I just uploaded a new release, version 1.0.1. The only change is in the project settings: I rebuilt it against .NET 3.5. No need to re-download if you have not had any issues, otherwise hopefully it works for you now -
You ever have one of those son of a bunny moments??
TaranisElsu replied to michaelphoenix22's topic in KSP1 Discussion
The endless power of RTG's is balanced out by the increased weight. That's why I don't like using them on small satellites. Some of my satellites only weight .2 tons or less, so the difference between 0.08 and 0.005 (OX-STAT solar panels) matters. -
Hear, hear! Well said. And welcome to KSP, it is a blast
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If you click the part name, it will highlight the part in blue. That was added to make it easier to find the part that you want. Good idea. I'll look into it.
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
Yes, the station will explode. It self destructs the entire active vessel, which includes everything docked. I'm not sure about the reference. In this context, TAC stands for Thunder Aerospace Corporation -- my company name. "Creating those satisfying booms" (only sometimes from unplanned explosions.) It shouldn't, but no guarantees. -
..Calculate a semi-synchronous orbit?
TaranisElsu replied to rosenkranz's topic in KSP1 Gameplay Questions and Tutorials
You will need to watch not only the spacing within an orbit, but also how the orbits are separated. For that, pay attention to the Longitude of the Ascending node -- both MechJeb and Flight Engineer give that information. Ref: http://en.wikipedia.org/wiki/Longitude_of_the_ascending_node I'm not sure how to change the Longitude of the Ascending node without flattening out your orbit first, then burning normal at the appropriate longitude. I've been looking for information about that... -
Transferring fuel between tanks?
TaranisElsu replied to jomak73's topic in KSP1 Gameplay Questions and Tutorials
If you want more options, here is another way: http://forum.kerbalspaceprogram.com/showthread.php/25823-PLUGIN-0-19-1-TAC-Fuel-Balancer -
This will continually keep the resources balanced, or keep transferring resources in/out. It is not a single do-it-and-quit. It also allows transferring between multiple tanks at once, which is something you cannot do with the alt+right clicking. (It was three threads because the mods are not interrelated. I thought it would be better in the long run to keep the discussions separated. And releases won't coincide quite so much in the future.)
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
TaranisElsu replied to TaranisElsu's topic in KSP1 Mod Releases
I just released this mod, so that is why you didn't find it earlier. -
From Thunder Aerospace Corporation: the X-1100 Self Destruct unit. Because KSP needs more reliably planned explosions! The latest release is version 1.5.1 which works with KSP 1.0.2. Download below. Having problems with this mod (or any others)? Read the [Official] How To Get Support. I cannot do much to help without log files. Features Self Destruct – makes the entire vessel explode! Make sure you EVA your crew first! Waits 5 seconds and goes through a countdown sequence before activating. Explode – only makes the Self Destruct part explode. Useful for creating a little explosion or getting rid of the extra weight. Not responsible for damage to the vessel. Abort Self Destruct -- stops the self destruct sequence, preventing the vessel from being destroyed. But where is the fun in that? Can be activated from EVA. Integrated with KAS so you can attach, detach, move, and store the part. Can add to the staging list and activate by staging. The Time Delay and whether to allow staging are both now changeable in the game, even during flight! The countdown is now togglable and is hidden when the game UI is hidden. Pictures Download Available on Kerbal Space Program's Curse website. (Alternate download) Source code available on GitHub. Change log Release v1.5.1 Updated for KSP 1.0.2 Updated MiniAVC to v1.0.3.0 Release v1.4 Updated for KSP 0.25 Bug fix: the right-click menu was not always updating correctly Display of the countdown is now togglable. The countdown is now hidden when the UI is hidden (F2) Reorganized the directory structure so that it is no longer placed in ThunderAerospace. Added support for the KSP Add-on Version Checker (KSP-AVC) and the KSP-AVC plug-in Warning: make sure that you completely uninstall any previous versions. I moved everything from KSP/GameData/ThunderAerospace/TacSelfDestruct to just KSP/GameData/TacSelfDestruct Release v1.3.1 - See announcement: http://forum.kerbalspaceprogram.com/threads/25830?p=863149&viewfull=1#post863149 Release v1.3 - See announcement: http://forum.kerbalspaceprogram.com/threads/25830?p=855818&viewfull=1#post855818 Release v1.2 - See announcement: http://forum.kerbalspaceprogram.com/threads/25830?p=840420&viewfull=1#post840420 Release V1.1 - Updated the texture with the new product number. - Added the ability to activate it from EVA - Added a delay with countdown timer. Release V1.0.1 - changed the project settings to target .NET 3.5 Release V1.0 - fully functional, and tested with 0.19.1 - includes a shiny 3D model License: CC BY-NC-SA 3.0 Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
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You can find a newer version here: Now maintained by Z-Key Aerospace. Everything below this point is left for historical purposes: --------------------------------------------------------------------------------------------------------------------------------------------- Presenting Thunder Aerospace Corporation's Fuel Balancer! It transfers, it balances, it mixes, it stirs! The latest release is version 2.5.1 which works with KSP 1.0.2. Download below or read the release announcement. Having problems with this mod (or any others)? Read the [Official] How To Get Support. I cannot do much to help without log files. Our product allows you to transfer fuel, or other resources, between parts on the same vessel. Features Transfer a resource into a part, drawing an equal amount from each other part. Transfer a resource out of a part, transferring an equal amount into each other part. Enable balance mode to transfer a resource such that all parts are the same percentage full. Dump a resource out of a part. Note that the resource is lost, never to be found. Lock a part, so that none of the resource will be transferred into or out of the part. When still Prelaunch (or Landed): edit the amount of a resource loaded in a part. Works on all resources, even solid rocket fuel. Useful when you are flying along and need to quickly, and easily, transfer fuel from one tank to another. Or re-balance your fuel distribution to keep your center of mass from getting too far out of whack. Pictures New pictures coming soon. Download the latest version Available on Kerbal Space Program's Curse site. (Alternate download) Source code available on GitHub. Works with the Toolbar mod from blizzy78. Not required, but if you have it, the icon will be added to the toolbar instead of being by itself. Changes Release v2.5.1 - Updated for KSP 1.0.2. Release v2.4.1 - See the release announcement. Release v2.4 - See the release announcement. Release v2.3 - See http://forum.kerbalspaceprogram.com/threads/25823?p=863104&viewfull=1#post863104 Release v2.2 - See http://forum.kerbalspaceprogram.com/showthread.php/25823?p=858321&viewfull=1#post858321 Release v2.1 - See http://forum.kerbalspaceprogram.com/threads/25823-0-21-1-TAC-Fuel-Balancer-25Jul?p=789484&viewfull=1#post789484 Release v2.0 - All windows are now resizable and feature scroll bars. - Can now edit the fuel amount before launch -- for launching empty tanks or reducing the amount of solid fuel in boosters. Can also fill a Kethane tank with Kethane on the launch pad for testing purposes. - Can dump fuel -- this can be disabled through settings if you do not want it or are afraid of accidentally clicking it. - The Lock feature is now linked with the flow state on the part (in the part's right click menu). - Disabled if out of power or the vessel is not "controllable". (Sorry, no integration with RemoteTech. I will have to look at that later.) - No parts are needed! There is now an icon at the screen edge (default to top right) that is used for showing and hiding the main window. The icon can be re-positioned to anywhere along the screen edge. Release V1.1.1 - the previous upload was missing the Readme and License files. That is the only difference. Release V1.1 - created a new 3D model Release V1.0 - fully functional, and tested with 0.19 - uses the same model as the Double-C Accelerometer -- new model coming soon! License: CC BY-NC-SA 3.0 Notice This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
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I uploaded a couple new mods on Sunday night and I am still waiting for them to be approved . ~ Taranis Elsu
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I also lost my account in the Great Forum Purge of April 2013. No biggie though. Having way too fun with this game. It must be illegal in some way... ~ Taranis Elsu