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Everything posted by Captain_Party
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[1.2] Real Solar System v12.0 Dec 8
Captain_Party replied to NathanKell's topic in KSP1 Mod Releases
Thanks all so much. Finally got it non-wobbly. The rocket ypu built for me is great, just "subassemblied" it. I find putting final path angle as 10 degrees on top of everything else gives you a a nice, flat orbital trajectory, with MJ about 5 minutes ago I did it and it cost me 7 and a half km of delta-v, so its pretty effective. EDIT: Just a heads up, the decouplers frpm the rocket are from AIES, lucky I had it installed -
[1.2] Real Solar System v12.0 Dec 8
Captain_Party replied to NathanKell's topic in KSP1 Mod Releases
It's the fuel tanks from the stretchy SRB pack. When I use KW Rocketry fuel tanks, it's as straight as an arrow, however with ST, like a wobbly rocket. On steroids. I love my ST's can anyone help? EDIT: Is there anyway I can launch with MJ? -
[1.2] Real Solar System v12.0 Dec 8
Captain_Party replied to NathanKell's topic in KSP1 Mod Releases
Yep, I've been doing that, it's still doing it... -
[1.2] Real Solar System v12.0 Dec 8
Captain_Party replied to NathanKell's topic in KSP1 Mod Releases
I think my KSP is broken, I have installed this mod, along with FAR, MFT, ST and PF. I also have Crew Manifest, Kerbal Alarm Clock, Docking Alignment and Mechjeb + Module Manager and KJR. My rockets flip around and stuff in atmosphere while trying to get into orbit, and yet they are structurally and sound (fairings and such) I only need 3km of delta-v to get into orbit. Mechjeb just stops at 300km up, to coast to apoapsis.. Any form of control, reaction wheels, control surfaces, fins, seems to make my rockets flip out more... I really want to enjoy this... Please help! For now, I will make a fresh install, download all the realistic mods and see if that works... -
[1.2] Real Solar System v12.0 Dec 8
Captain_Party replied to NathanKell's topic in KSP1 Mod Releases
Finally. Getting into orbit will have difficulty -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Captain_Party replied to ferram4's topic in KSP1 Mod Releases
My launch clamps aren't connected to the pad when I lift off... :/ help?- 2,647 replies
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Where is the download link? I really want to play with these bad boys!!!
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Where are the missions?
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Trouble launching from the ocean
Captain_Party replied to UH60guy's topic in KSP1 Gameplay Questions and Tutorials
Editing the persistence file might help, find the vessel, and change it from 'SplashedDown' to 'Orbiting' -
iDan, calm down.
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*mystery*
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8/10 Hello again...
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
Captain_Party replied to TehGimp666's topic in KSP1 Mod Releases
Why is it always syncing with Jeb? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Captain_Party replied to TehGimp666's topic in KSP1 Mod Releases
I'm on whaaws server now. Brilliant! -
THIS. Argh. I'm really OCD, so I have trouble naming my reusable tugs. Normally I do: CTV-Sparrowhawk (Crew Transfer Vehicle) ITV-Greekgod (interplanetary transfer vehicle) Then just a ne on its own for space stations eg. SS-1 Churchill
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
Captain_Party replied to TehGimp666's topic in KSP1 Mod Releases
Good-bye social life. Oh wait... -
To Terraform Duna! {[Mission Failure 11-3-13]}
Captain_Party replied to KeithStone's topic in KSP1 Mission Reports
So are ypu you actually terraforming Duna? Or is it just roleplay? (Thought this might be publicity for an amazing new mod) -
A lot of changes going on guys, wouldn't say I'm starting again, but I'm getting rid of near future propulsion and KW, just destroys my frame rate. It'll be NovaPunch, KAS and Kethane from now on. Also been designing some launchers that'll be doing my lifting. I have big plans, and I'm thinking of planning it out like a real space program, with 10 days between a launch, as to not pollute too much. So... Watch this space!
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Mission: Robin I Mission Outline: Achieve 50 degree LKO Open solar panels and comms antennae Transmit Kan Allen Belt data back to KSC ​ In order to establish a permanent station in LKO, we need to study the strength of radiation in LKO. To study this, we need to send a radiation detector, Robin I, into LKO. This will also be the final launch atop a Diana I booster, as it's being phased out by the new, improved, Diana IIA. The Robin I atop it's Diana I booster. Liftoff! The twin nozzles of the first stage motor give it very good TWR. A look at Robin I, the payload, with the radiation detector mounted on top. First stage dropped, the probe carries on it's journey into LKO. The last few drops of fuel in the second stage... Second stage dropped and fairings decoupled. Detecting equipment and solar panels unfolded. Orbit circularised under Robin I's own power. Orbit is finalised. 85km orbit with 50-degree incline. MISSION SUCCESS! [NOTE: Todays instalment isn't much as I had a megaton of homework and suchlike to-do, but hopefully I'll typing missions up a lot more, as I have term this week]
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[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
Captain_Party replied to BahamutoD's topic in KSP1 Mod Development
I can see these being great for landers to take off, rendezvous with your station or mothership, then land and dock.