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Everything posted by Wahgineer
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Cool. Nice to see that KerbalStuff has been reincarnated.
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By "proper" I meant it changed based on the distance rescale, not the size rescale. Anyways, thanks for answering my question.
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Does the mod properly scale the solar panel power curve?
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Well, according to the devs, there will be a DSN: a Deep Space Network around Kerbin (basically, a bunch of radio transmitters on the ground that encircle the planet), so com networks will be pointless for Kerbin. I personally plan on putting a large relay satellite into a high polar orbit around other planets, so I won't need a complicated sat network.
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Inline Monoprop Engine
Wahgineer replied to Sanic's topic in KSP1 Suggestions & Development Discussion
But the problem with putting bipropellant OME's on our space shuttles is that the main engines may accidentally consume the shuttles on-board fuel supply, leaving us with no way to get to orbit. By using monopropellant, this issue is removed, plus we have the bonus of no-longer needing separate RCS tanks that take up payload space and increase overall mass. -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Wahgineer replied to Orionkermin's topic in KSP1 Mod Releases
Orionkermin, any plans to update? -
definetley going to follow this
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Generic fuel tanks
Wahgineer replied to Comwarrior's topic in KSP1 Suggestions & Development Discussion
I think we should have fuel switching, too, but it should only be for LF+LOX. This would allow us to consolidate the airplane tanks. We could even add texture switching, so we can tell if a tank is LFO, LF, or LOX. Further more, if we implemented it like Necrobones FuelTanks Plus mod, we could give tanks different visual styles (Such as Shuttle ET orange, Delta blue, Soyuz green/orange pattern, and various NASA black/white checker/stripe patterns). -
true, but for the sake of argument, let's say the launcher has to be shuttle inspired (side boosters, side mounted, etc). If that's the case, then shuttle c is your best bet. But you're also right as well.
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with the simplified shuttle c, we're cutting out everything: wings, control surfaces, cockpit, landing gear, etc. by replacing these with just a fairing, we could increase payload while decreasing launch cost.
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Someone should run the numbers on a shuttle C: two main engines instead of three, use fairings instead of a cargo bay (and maybe a mk3 to size 3 adapter as a base), and have it unmanned. Maybe by just recovering the main engine 'pod', we could reduce launch cost.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Wahgineer replied to NecroBones's topic in KSP1 Mod Releases
Now we can build ROOST(Reusable One-stage Orbital Space Truck. Go look it up!). -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Wahgineer replied to NecroBones's topic in KSP1 Mod Releases
Necrobones, if you ever make that 7.5m Sea Dragon style engine, don't name it after a bird. Instead, to reflect its power, call it the Novakiim: powered by the shouts of dragons. -
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
Wahgineer replied to hoojiwana's topic in KSP1 Mod Development
Definitely looking forward to this! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Wahgineer replied to NecroBones's topic in KSP1 Mod Releases
Necrobones, could you add a 7.5 meter probe core and heatshield? I want to land one of these things! -
[WIP] [1.1.2] DIRECT - Super-Heavy Launchers - REVAMP RELEASE
Wahgineer replied to benjee10's topic in KSP1 Mod Development
You could make the jupiter III 6.25 meters, which is the next size up from 5 meters. -
Operation Gold Strike: Minmus Mining Operations
Wahgineer replied to Felbourn's topic in KSP1 Mission Reports
What is the mod that changes the textures of the parts? -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
Wahgineer replied to Orionkermin's topic in KSP1 Mod Releases
So, if you don't have RPM, then this mod works fine in 1.0.4?