

Read have Read
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Everything posted by Read have Read
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FusTek Outpost Challenge.
Read have Read replied to hawkinator's topic in KSP1 Challenges & Mission ideas
Is the habitation module the only appropriate module affecting kerbal capacity or could you stick 20 labs to a base and fill them with kerbals? -
I agree with Brofessional I wouldnt be surprised if the RCS was used on a lifter stage to either to suddenly pitch over to 45 degrees at 10Km instead of a slow gradual turn or used to keep a wobbly and unsound rocket on course. However OP never said anything about having RCS on the lifter or on the payload, so assuming it is for a payload, KSPX already has a half sized 2m RCS tank that holds 375 units of mono an weighs 1.7 tons.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Read have Read replied to sirkut's topic in KSP1 Mod Releases
So....I noticed why my rovers tip over when I put the tiny parts on, they weight exactly as much as the full sized industrial strength versions! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Read have Read replied to sirkut's topic in KSP1 Mod Releases
Some sort of all directional hinge like on a trailer ball or 5th wheel would be nice. Oh and a suspensatron! A back in dammed robotics someone added spring stiffness to free spinning rotatrons so that it would move and flex but return back to where it was. Worked great for suspension. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Read have Read replied to sirkut's topic in KSP1 Mod Releases
The motor sound always reminds me of some sort of Alien attack movie from the 60's. -
The stock skycrane+rover design is a good starting point.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Read have Read replied to JDP's topic in KSP1 Mod Releases
The latest model TDRS has two fabric taco dishes (the original TDRS's had something similar to stock orange umbrella dishes) -
You really outdid yourself. I am not one to try craft files usually, but I was really curious how you set up your suspension. I didnt think of putting one beam on the docking port as I didnt know they were so pliable with surface attach. I can finally build my 10 ton mobile fustek modules. However when I mean you outdid yourself, you made things too flexible, too capable - you'll never reach the full capability of the system as there is so many combinations. For example, two xeon tanks come standard, but ion engines do not. The part count is enormous. Every part has half a dozen some solar panels and docking ports it feels like. Keep it simple, keep solar panels and batteries on power moduels, circles of docking and fuel lines ports for the user to add only when needed. Not as inpressive surely, but it make it easier, after all we are already used to slapping parts on as we need them.
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Trouble Matching Docking Velocities
Read have Read replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
What I mean is the information that mechjeb could be more useful. You can create new info panels with whatever information you want, and there are quite nice readouts under the "Target" category yet there is no default Target Info panel. I find it very useful to know my speed and distance to target now, and my speed and distance at my closest approach as well as how long before I get there. With a custom Target Info window and SASS set to TGT mode to point the craft at the markers it makes docking much less tedious. I don't trust the Automated Rendezvous and Automated Docking however. I used the former once and was quite silly and I used the latter once and it was decent, but I could have done better. -
Trouble Matching Docking Velocities
Read have Read replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
No no nooooo! Don't burn there! That isn't Target Retrograde, that is Pro-Target Position! Burn at the Triangular YELLOW marker - the opposite side of the Navball. And since you have MJ2, set up a "Target Info" Window, put Target Distance, Relative Vel. to Target, Relative Vel. at closest approach , Time to closest Approach, Separation distance at closest approach on one window. When you are burning right your closest approach and Relative Velocity at closest approach will decrease (but your time to rendev will increase as you are going slower). Don't feel bad though, even NASA had trouble with rendezvous mechanics during Gemini 4 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Read have Read replied to ferram4's topic in KSP1 Mod Releases
let me guess your TWR is around 3? What kind of vertical speed and where is your COM at that point? You want to start your gravity turn as soon as you are off the pad. I found 1km to be ideal, but I used .5km before. I aim for a TWR of around 1.7, add in fairings and I have pretty decent 3500 dv ascents.- 14,073 replies
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- ferram aerospace research
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If the Kerbonauts slept with their head towards the window and feet towards the aisle, how far would their compartment protrude into the aisle? I assume that the floor and celing of the habitation module will be more bins. The IACBM sounds like a good idea. A lit docking port would look ace and be exceedingly useful. I use the Active CBMs for all the docking ports on my station modules with the Passives going on visiting space craft. I prefer the look of the Actives over the Passives as they look more functional, like they would probably have more sensors and electrical/data links. Before I plan on replacing the pack of 10 CBMs with two IACMBs, how do you envision them to look on stock parts like the Mk1-3 pod and rockomax multinode? As a thought experiment - to keep it down to just two parts while keeping stock compatibility, If the port had 3 nodes like a KW Rocketry Fairing base then the middle node can be attached to Fustek modules for port's asthetic hatch to clip into the module and allow hatch pass-through while the bottom node can be attached to a pod or node to reveal the port's hatch. Might be fiddly, but versatile as it will also work on the FustekX Bulkhead and Ring. All in all, everything is looking fantastic and I look forwards to this update.
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landing legs jettisoning off in orbit?
Read have Read replied to magnemoe's topic in KSP1 Discussion
I have had this happen with the mini legs, also with the legs in the scenario. Only seems to happen on physics load however. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Read have Read replied to sirkut's topic in KSP1 Mod Releases
Yay Forklifts! -
[0.21.x] YARD Aerospace Pack (0.12)
Read have Read replied to Yarbrough08's topic in KSP1 Mod Releases
That is huge bird! ...with a very bird shaped nose. If this is made by YARD, does that make this the YARDBird? -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Read have Read replied to BlackNecro's topic in KSP1 Mod Releases
This. Is. FANTASTIC. I can sort KW Rocketry parts by size now with the custom subtags. Building a 2.5m rocket? No problem! just click the 2.5m tag and it will only show the relevant KWR boosters, engines, decouplers and fairings without the guess and check! -
Show off your B9 Designs!
Read have Read replied to w4rlord117's topic in KSP1 The Spacecraft Exchange
Woah, an Origin 300i! How well does it fly? P-wings I suppose, but is there any control surfaces? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Read have Read replied to JDP's topic in KSP1 Mod Releases
send it a burn for 0 seconds to cancel -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Read have Read replied to JDP's topic in KSP1 Mod Releases
Point the long range dishes at the interplanetary probe and the probe's dish at Kerbin. A dish can point at a body it is not orbiting and achive a link with anything there. E.x. A a laythe probe can aim at kerbin and kerbin relays can point at laythe.