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bs1110101

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Everything posted by bs1110101

  1. Relating to the new poll, i vote for Almaz parts or a Polyus unless you want to go for something totally new. The TMK and related things seems to be a good idea, seeing as it hasn't been made yet and you already made an N-1. Also, a bigger version acting as a proper ship for a manned landing would be interesting, as rarely do we see Russian mars stuff, i'm sure they had ideas for Mars missions, though i cant find any easily, mostly do to most of it not being translated i suspect.
  2. I loved the X-405 when i played RSS, i once used 20 of them to make orbit. I bet all the RSSers are going to be happy to have that. Do we have any chance of getting a V2 engine? I want one so i can cluster it like crazy and build the whole A9/A10/A11/A12 series, it had about 50 engines on the first stage, and put 10 tonnes to orbit, so something of a crazy idea.
  3. Thank you, but the only modeling i know involves plastic and glue, so if you're lost, then clearly i'm going to be. Also, what's the new .5 meter engine based off? I know i've seen something like that somewhere before.
  4. I know, with proc parts and fairings i can do the rest, i just want the engine without the fairing.
  5. Two requests for the V-2, firstly, make the fins separate parts and FAR compatible. Secondly, can we have the engine in a form that looks good clustered? I plan to make the A9/A10/A11/A12 rockets von Braun planned, the largest of which using 50 engines. I've been waiting for a V-2 engine to do this with for a while.
  6. (sorry for quoting and replying to something kinda old) The engines you have as the Kr-2L seem to be some form of mix of the this earth departure stage concept and one of the centaur stages. The downside of this being that none of these look like they have the thrust to replace the Kr-2L (Though by all means, don't stop, it looks good, but should be it's own part) The Kr-2L should remain a large, vacuum optimized single chambered rocket, i see two clear (american) choices, the RS-68, the engine the Delta IV uses, and the M-1, the proposed upper stage motor for the Nova and many Saturn-derived huge things. (the RD-0120 kinda also fits, though it's Russian, and thus out of place on the SLS.) Anyway, i vote for the M-1, as the Kr-2L looks F-1 like, and the S3 KS-25x4 is being kept as RS-25s, using a single RS-68 as an upper stage motor would seem about right, though the Kr-2L has too much thrust for that, and is used as a first stage engine in many things, so i say use the M-1.
  7. I cant find a picture of any Chinese rocket on a train, though that's how they did it with the Soyuz, so thinking they used the same idea makes sense. Does anyone know which rocket this is a booster from?
  8. I sent a probe to Gilly in this, and it's far too round! (as are Bob and Pol) You really should make them lumpy and potato shaped like in normal ksp, or does something stop you from doing that?
  9. That's how realfuels does it now, and the big problem with it is that if you want any other engine type you have to write configs/bug people on the forum to do it for you. Make a way to have it use something like isp*1.2, thrust*.8 or whatever, the best value for those multipliers could be found by taking it from any balanced config, or many of them, and averaging them. Wrong! Tweakscale, Procedural Parts, and other odd things like rocket planes, tiny probes, whatever. Add configs for everything, the main problem with RealFuels for me is that it doesn't.
  10. I like this, but two issues, one, make non-configged engines generate configs for all fuel tanks. And two, can the stock engine switching thing handle more then 2 modes?
  11. I've finally got this mod working (dx11 and AJE not working together), the problem now being that all the engines seem to be around 20% too big. I'd think this was intentional, but they all seem to be the same size, and not want to fit any of the cockpits.
  12. This seems to have fixed everything, and at the cost of not much more memory. Still odd, as i have no other problems with dx11. The dx11 incompatibility should be listed in the thread and/or in the readme, now that we know it causes this.
  13. None of the engines are showing up different and i'm getting this weird texture glitch, anyone have any idea why?
  14. Great, i'm going to start using AJE, i like realism, though RealFuels bugs me because of all the faffing about with configs, and i didn't know AJE stopped having RealFuels as a dependency. Also, why only radial engines so far? Are inline engines waiting for a better heat system? I'd like something like that a lot, even if it was just like interstellar's, but separate and with a bit of solar heating.
  15. Yep, and i have for a very long time, that was made with the first release of b9. Smaller shuttle, cool but pointless, same version of ksp. That was 2 years ago according to imgur.... Is there an emoji for feeling old?
  16. I totally agree with the third one, odd, kerbal ways of ISRU seem fun. Not sure about renaming the stuff though. I don't like the idea of exaggerating engine performance anymore then you'd need to to counteract the odd twr and high dry masses of kerbal tanks. For me, the main goal is to make rockets that look and preform like their real world counterparts (in 3.2 or 6.4 scale kerbin at least), Something like the shuttle or a Delta 4 has a huge fuel tank, and small engines, trying to make something like this work in normal ksp is hard, and a real fuels mod would be nice to fix that. Also, i like the idea of a built in engine igniter thing, with built in ways of switching between modes, instead of being held to one way as in the mod that already does this. Stuff like making engines have more then 1 ignition should be easy to add, though weigh a lot on larger engines, and take a while to unlock in the techtree, causing more kerbal rockets with stage and a half setups, or weird systems of srbs and liquid engines so it's always under thrust.
  17. This looks wonderful, how can i use it without AJE or with AJE but not RealFuels? Edit: Saw RealFuels not being a dependency anymore, downloaded it, not working at all, none of the effects of it are showing up at all, no idea why. Edit 2: Something went totally wrong, textures not loading, mass glitchyness, no idea why, fortunately, that was a copy of my ksp install, and now is being deleted. I'd like to be more help tracking down the bugs, but it was just not working in the slightest bit, nothing from AJE or this mod was showing up at all.
  18. I vote for a core engine without gimbaling, and verniers that can be clipped into the bottom of the engine or whatever else, being a useful part. I say make the vernier be able to switch from a highly gimballed engine to rcs mode and back.
  19. I'm a huge fan of this, at least if it doesn't make me faff about with configs for hours to make all my mods work. There should be basic compatibility with everything, as in it would auto-generate configs for mods, which might be not well balanced, but still better then nothing. I say make all engines be able to work with all fuel types. Why? Because memory limits and only having some engines use some fuel types limits choice of engines, and thus you need more mods, which you cant get because ksp is 32 bit (or crazy glitchy, or on Linux). Anyway, the more choice the better, and yay for a new mod for this.
  20. This is something of an odd request, and might be somewhat impossible, but i want a world of big floating chunks of land. I honestly have no idea how this could work, Maybe just make a gas giant with a oxygenated atmosphere and put them in with kerbtown or something.
  21. Nevermind/very large delay for reasons of glitchiness...
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