

bs1110101
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Everything posted by bs1110101
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Ok, done, it's my take on a Skylab/Salyut combo. A fictional, second skylab too, having a rear docking port and both side panels still attached too. I might add more to it, not sure what though, any ideas?
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This seems cool, how much can you do to help glitchy clouds clipping into mountains? Screenshot i want edited to be added in a bit when i add a few more bits to my station...
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Yep, the Vostok came from the Zenit spy satellite, which isn't a bad idea for a probe core. Though if we're doing Vostok variants, i want a Voskhod, and i've asked ages ago for one.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
I totally agree, though only upper stage engines were that bare and just bolted to the tank. First stage engines were almost always covered by some sort of fairing. I'd like some way to do that better, though not just by making a load of parts for it. Maybe something based off procedural fairings, but more controllable. -
Delay fuze for solid rockets, decouplers, and whatever else
bs1110101 replied to bs1110101's topic in KSP1 Mods Discussions
It really doesn't, mostly by being limited to having every set of actions needing a stage or an action group, my way would be simpler, and have no new parts, and thus use less memory. -
Basically the idea is a simple plugin that adds an adjustable delay for stuff. I got the idea when trying to figure out how to make boosters separate better, and thinking that being able to make one separation rocket fire a second later, pulling the stage straight away, then pushing it over would be far better then having to fire all the rockets at the same time. Other uses being staging complex sets of boosters, say have a ring of 8 srbs peal off 2 at a time instead of all at once, or even have them work like a Delta 2 and only light some at launch, and light the rest in the air. Remember how everyone was using tiny solid rockets to flip stuff over like the Brahmos? That would be easy to do with this, just have one rocket fire when staged, then the other a half second later, then the decoupler fires another second later, as does a rocket to pull off that bit that turned it. And all of this could be pre-timed, in one stage or action group, instead of the 3 you'd otherwise need.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
bs1110101 replied to Ven's topic in KSP1 Mod Development
What ever happened to the v2 engine? I know it got modeled, but i've heard nothing new about it. -
Ooh, what's that from? Some anime i take it.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
bs1110101 replied to nli2work's topic in KSP1 Mod Releases
Everything seems to be working well for me in .90 at least. I have two small requests, one: A very basic wheel for fixed landing gear made with struts and stuff, ideally easily stacked for heavier planes and tweakscale-able. The other idea: A big square ww1-ish engine, something off a S.E.5 or a Bristol F.2. I think it would work well with the square fuselage system you've made so far. Edit: The pulse jet is glitched, seems odd it would be, maybe a mod conflict... Speaking of biplane parts, and why they should be in this pack, here's a jet powered biplane! -
General small questions topic
bs1110101 replied to Funeh's topic in KSP1 Gameplay Questions and Tutorials
What are the keys to pan side to side in the vab? Also, can i bind trim to a joystick axis? My throttle has trim wheels on it. -
I totally agree, i use 6.4 though. *builds craploads of planes to pass the time*
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Well, who knows if it works or not, it brakes it's self, anyone know what happens if you chop out the version checker code?
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I'd like assorted N1 bits if anything, engines, decouplers, grid fins, tank domes, greebley bits, whatever. The idea being so you can make whatever version you want, not just the exact one that flew. Relatedly, my favorite of the N1 concepts: It used a single, utterly massive aerospike for a first stage engine!
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KOSMOS 3/14/2015 RD-170 Family Released!
bs1110101 replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Speaking of larger sizes, does anyone have tweekscale configs for the tanks in this? I play with 6.4 scale kerbin and they're a bit small. -
KOSMOS 3/14/2015 RD-170 Family Released!
bs1110101 replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Bug report!: Using revert to launch makes the VA pod have some form of rescaling glitch. Unrelated, can someone please retexture the HGR Soyuz thing to match with these, as it looks kinda tacky docked to my station made from Kosmos parts. -
Hover challenge MK2 / Everyday I'm Hoverin'
bs1110101 replied to TJPrime's topic in KSP1 Challenges & Mission ideas
This uses lots of mods and FAR, but it's a somewhat practical helicopter! This was a landing, minus engines, as they hit the VAB and i autorotated it down and landed with no other damage. -
Corvus-Alpha: a version designed for low orbit missions, and as a stopgap until a longer ranged version could be built, it was launched on a standard Weevil-c booster with a 1.875 meter interim stage. As with all Weevle series boosters, the outermost engines are dropped, saving weight, though at the cost of thrust. The second stage is a shortened and re-engined version of the second stage of the yet-named launcher for the Corvus-Beta, which is still under development. Once in orbit, it has more then enough fuel to reach anywhere in a low orbit of similar inclination.