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Rocketeer
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Anyone have some good tips for building a Mun landing module?
j516mt replied to The Joker's topic in KSP1 Discussion
I've been experimenting with different lander designs recently and I think this is my favorite so far. It's pretty damn heavy, but now that I've got a ship that'll get it to Mun or Minimus, I love it. The main part of the lander actually functions to finalize the transfer into Mun or Minumus orbit, retroburn, and land. There's usually a bit of fuel left over, but not enough to get back to Kerbin, and probably not enough to get into orbit around the Mun. Usually what I do when it's time to leave is disable fuel flow to the lower section, begin the burn for the ascent module and decouple. You could also probably use the lower section to begin your return and just break off when it runs out of fuel, though I personally like leaving part of the ship behind. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
j516mt replied to kacperrutka26's topic in KSP1 Discussion
I'm not sure if this has been answered yet, but I was curious if .17 would introduce parts that allow for crew beside the standard command modules? I'm looking forward to being able to transport more than 3 Kerbalnauts at once. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
j516mt replied to kacperrutka26's topic in KSP1 Discussion
I've been playing .16 for a few weeks and have not once used math. I prefer to use the map and adjusting my trajectory manually. It takes some getting used to, but it adds a bit more excitement to the game for me. Makes it feel more like a rag-tag space program as well. I feel like even if there are young kids playing kerbal, if the math is too much for them, they can still learn to land on the mun and minimus, it just becomes trial-and-errors mixed with some basic problem solving abilities. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
j516mt replied to kacperrutka26's topic in KSP1 Discussion
Does anyone know if saves from 0.16 will be persistent into 0.17? I'm not so much concerned about ships in orbit, but my ships that have landed on the Mun and Minimus. Thanks -
Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
Just an update for version 0.2 which should be released within the next week. I\'ll be adding -Self-Destruct Module - A small module that will destroy the parts immediately above and belove the module. -1.75m Tricoupler - Same look and function as the normal Tricoupler, just sized up for 1.75m. If you want the part now, I posted it here -Special S.O.S. Decoupler. Just something to make the attachment of the S.O.S. to the rest of the rocket look a bit neater. I\'ll be changing -The S.O.S. Orbital Thruster- I just don\'t like the way it looks right now, so I\'ve already remodelled it and re-skinned it. -I\'ll be playing around with the mass of the S.O.S. because as of now, it seems to be a bit too heavy. -
Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
That was my initial thought as well. However, in actual practice while it detonates itself it doesn't destroy the command pod. What I've been playing around with is a SRB that'll tear right through the rest of the ship, including the command pod. -
Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
Alright guys. After my first full-scale attempt to put the S.O.S. into orbit, I accidently ended up slingshotting the crew around the planet and they are currently hurling into space. My resolution to this problem: the next release of my pack will include a self-destruct mechanism. I've got some ideas on how it'll work. At least we'll be able to end the suffering of the crew quickly if we so choose. -
have you tried using Maya? it's got pretty good automatic mapping
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Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
Updated with first release. Derp Co. Parts pack 0.1 -
when I've tried, it didn't work. It's possible I did something wrong though.
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Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
I've just been playing around with it and it seems that you're right. As of now I guess you'll be limited to solid rocket boosters unless I can figure out how to allow the cross-feed as you said. When I was initially testing it, I saw that only 1 tank was using fuel, but I had assumed that it was using them 1 at a time. I suppose I'll turn off cross feed totally for now so that people don't have this issue. -
Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
j516mt replied to j516mt's topic in KSP1 Mod Releases
Updated the orignal post. New Parts coming soon! -
You should repost this in the 'Projects and Releases' subforum, I had no idea this was here and just accidentally stumbled on it.
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Awesome! I can't wait to get my hands on this thing. I'm really glad to see some really unique looking parts coming out