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Everything posted by Wahgineer
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Its REALLY simple: Get D-V from a map or something. Then: New D-V= Old D-V × sqrt (rescale factor, or how many times bigger the resacle is than stock)) Ex: 3200m/s × sqrt (5) = 7,155m/s Happy rescaling!
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It may be best to sacrifice accuracy for compatibility: If people really want to, they'll tinker with the Sarnus V to make it work. It's best just to make it 6.25m, since then you won't have to redo EVERYTHING in the mod to make it work. Besides, more fuel is better, and it.might help the rocket to behave more realistically.
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Wahgineer replied to pap1723's topic in KSP1 Mod Releases
Cool! -
[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
Wahgineer replied to pap1723's topic in KSP1 Mod Releases
A cool mod to integrate would be Cormorant Aeronology: it adds parts specifically for building shuttles. Just look it up in Google or something, and you'll find it right away. -
What about porkjets rocket part overhaul?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Wahgineer replied to Pak's topic in KSP1 Mod Releases
In all honesty, @MrMeeb, it would probably be best to just make the cargo bay the same size as the CRG-100. It would fit in better, and wouldn't require tweakscaled wings, special heat-tile-shield pieces, etc. Just my 2¢- 2,345 replies
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The idea was to stuff all of the important junk into the orbital module so that there was room for 5 crew. I just brought this up as a practical issue: most deep space missions will require, at least, 4 crew: one pilot, one engineer, two scientists (for the science lab). Currently, there is no 4+ Kerbal capsule available in stock KSP. Not to mention, you did manage to squeeze 4 Kerbals into the Big-L passenger module.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Wahgineer replied to TriggerAu's topic in KSP1 Mod Releases
Will TWP work with OPM if it's installed? -
[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Wahgineer replied to benjee10's topic in KSP1 Mod Development
K, thanks. -
[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Wahgineer replied to benjee10's topic in KSP1 Mod Development
Benjee, you have some problems with your tanks: 1: They default to O2 only 2: You need to use a fuel switcher to change the tanks to LH/02 3: The ratio of LH to O2 is way off: you run out of O2 way before LH. It's something like 230000 odd LH to 60000 O2. So either the tanks are off, or the engines don't use fuel right. -
Suggestions incoming: HG-3 engine (conceptual/designed engine that was the direct precursor to the RS-25) config's that change the proper engines to run on hydrogen instead of liquid fuel when Nertea's Cryogenic Engines are installed (by proper engines I mean M-1, HG-3, RL-10, etc.) F-1B engine, so we can make the Saturn 1c from eyes turned skywards(ETS) Long 3.75m orange tank, so we can make the Saturn Multibody from ETS Stubby Service Module, properly stylized KAS/KIS compatible storage containers, 5 kerbal (stretched?) Apollo capsule (again, ETS) 6.25m Cryogenic tanks (for Cryogenic Engines), would allow us to make the Ares from Stephen Baxter's Voyage (Ares was a Mars ship built out of re-purposed Apollo/Saturn hardware)
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No, not really. It makes sense to "follow the crowd" for compatibility. Granted, though, Bluedog has done a good job so far (if you do some simple math's, you'll soon find out that all of his non-stock sizes are actually compatible, except 1.5 meters: it's the only one not a fraction/multiple of 0.625m). Good. While I know it's your mod, it's probably best that you keep 1.5m as the only non-compatible size range.