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Posts posted by Z3R0_0NL1N3
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Exactly how is one supposed to launch and land these modules? I haven't found any information from design proposals on this. SLS, I presume, but how do I mount the MMSEV inside the fairing? Where do I attach the propulsive landing kit? I mean sure I can get creative with stock parts but I was hoping there was a more true-to-life plan
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@zakkpaz I'm pretty sure those are from Tantares
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10 hours ago, DylanSemrau said:
airbags and parachutes will be ignored until post-v1.0 release
Honestly this sounds like a legitimate Boeing strategy
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2 hours ago, OrdinaryKerman said:
is MUSTARD anywhere near this mod's future scope?
oh no cursed vehicle please no
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On 4/1/2021 at 11:15 AM, MajorLeaugeRocketScience said:
Hey @benjee10, I’m sure you’ve been asked this before, but I haven’t seen it on this thread if so and I’d be remiss if I didn’t at least ask. Is there any chance of you making any of the shuttle related stuff from the awesome Boldly Going alternate timeline that just wrapped up today, like the LRBs, Shuttle-C, and Shuttle-II? (Once they release the renders)
Not related to that alt timeline specifically, but there is a Shuttle-C mod based on SOCK on Spacedock (no forum page) https://spacedock.info/mod/2472/Project EOC(WIP)
Shuttle Block II is currently available in Cormorant, but is based around the stock MK3 fuselage.
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Benjee,
There's a few config fixes/tweaks I would like to suggest. These have bothered me enough that I fix them on my own installs.
1. The shuttle cargo bay needs a radiator. I usually make it equivalent to the stock medium radiator. I don't know if there's a way to make it more advanced and match the state of the doors, though.
2. The ET decoupler has fuel crossfeed disabled by default. I think there's a way to set this for the part in its cfg. I've launched many times without SSME startup due to this.
3. The tags for the search function don't seem to be set correctly. Searching for "shuttle" or "STS" doesn't get me all the parts, so I have to look for them separately (offhand, mostly it's the landing gear and engines that hide).
4. I would prefer that if Restock is installed, the SSME MM patch uses its model instead rather than the stock model. This one I haven't been able to fix myself.
Just my suggestions, but these seem easy to implement and significant QOL improvements.
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On 3/23/2021 at 9:02 AM, Ollz said:
Would you Consider a Block II Orbiter after Buran.
I know that Comerant has a Block II Shuttle, but a SOCK Block II Shuttle would be so cool
Putting in my vote that I'd like to see one also. But, no rush.
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On 3/18/2021 at 6:22 PM, Mach_XXII said:
Possible to make this as a skin for the shuttle?
[snip]
Is there any benefit to this colour scheme? It seems like it would have very poor thermal properties.
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Looks great! Are the landing airbags going to be possible?
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If you're going to split this up anyway, why not put the shuttle stuff in SOCK?
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3 minutes ago, Starhelperdude said:
I like it, it's the coolest (soviet) robotic lunar lander IMO
But I mean besides just roleplay, does anyone actually play on science mode and get use out of the science experiment features?
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On 3/12/2021 at 9:37 PM, SpaceFace545 said:
No, I don’t believe the Columbia parts add any mass, just aesthetics
It should be easy enough to add, the white ET parts in reDIRECT add mass. I think it would be a great addition.
As well as the different ET and SRB upgrades, there's a lot of possibilities.
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On 3/11/2021 at 2:19 PM, GuessingEveryDay said:
You can make it yourself, by using the experiment storage capsule, heat shield on the bottom, then using Luciole's inline parachute, and then sticking a docking port on top.
I tried doing this with tweakscale and whatnot, but I always had problems with it glitching out when trying to decouple a part inside another part.
I think the best way to design a new part would either be a Raguda part which looks like and functions as a docking port when attached, or a hollow docking port ring that you can put a Raguda in. It would be difficult without a hollow Progress part, so it starts to look like a lot of parts.
Maybe depending on how much people like the Luna return capsule would make it worth revisiting?
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Speaking of science capsules, any chance to see a Raduga down the road?
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Hey, great to see this mod back! I love having the shuttle livery variations.
Do the Columbia parts come with increased mass, the way the real orbiter was? Though I think this may be a better "extras" feature.
If you ever do decide to include different tiling options on the fuselage is probably the time to worry about the names. Don't they need to be flag files for Conformal Decals to work, though?
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This is an awesome new addition!
I wonder if it would be possible to make it work with one of the visual mods that adds clouds.
By the way, though, you should add the forum page link to SpaceDock
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Excellent work, this is definitely needed!
I'm not sure how the code here works, though. Does it use MM to search for KIS inventory and replace it with the stock system, or does it need compatibility for certain mods?
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Really great Bealealike you've got here! Do you plan to add a bit more colour? In mockups at least, the engine mounts as well as the nose cones are in black. The real vehicles don't seem to be, but it might add a little bit more visual appeal.
I looked at the roadmap and there's a lot of promising stuff in there too! I recall a rocket called the Rus-M that I thought was based on similar hardware to Angara. I'm not sure where its development plans stand today, but is it something you might consider?
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16 hours ago, Clamp-o-Tron said:
They were updated this summer along with the rest of N1, so they have that awesome new art style.
N1 doesn't have a thrust plate to actually put NK-33s into though right?
7 hours ago, Beale said:Finally we are here just in time for Christmas, so settle down with some cocoa and crash what's left of the late 1980's soviet economy.
Christmas? I think you mean Fall of the Soviet Union Eve.
I am very excited about the new Energia though!
12 minutes ago, derega16 said:Now...where I can find SOCK compatible Buran
I'd suggest using Cormorant for the Buran. Art-wise, it matches Tantares better while SOCK matches reDIRECT. Plus it gives you some visual distinction between the Buran and the STS. If you use the SPT extension though, the wings need to be upscaled. I made a cfg patch for it, so let me know if you're interested.
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Good work @wisdomsavingthrow. I didn't think there would be any major issues with 1.11, and those are small enough for me to keep my game modded. Hopefully it's an easy fix, though. Is it something a cfg edit would solve?
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On 11/30/2020 at 10:03 AM, SpaceFace545 said:
I have trouble sometimes, mechjeb doesn't understand how to dock them butt to butt so I just target them backwards and do it manually. its finicky but it works after a while.
The Dragon 2 has this code in the cfg file that allows to switch to reverse orientation:
MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Forward CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } }
Perhaps adding that to the Starship aft might help. As far as I can tell, Mechjeb gets confused by pointing in the wrong direction, so this might fix it.
But as I've said, I have problems getting Mechjeb to control this mod in general, I don't know if there's an easy way for @damonvv to sort things out.
IRL all of SpaceX's stuff is computer controlled, so I think it's important to have the option here too.
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Amazing, I've been hoping for this for ages!
The real booster looks like it has an RCS system here, also. Not sure if that's going to be implemented.
It's cool to think about what it would be like for the Soviets to have built soft-landing rockets years before SpaceX
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I'm loving the look of the new Energia boosters. Is it safe to assume that these gaps are for the booster return system?
Spoiler -
On 12/9/2020 at 6:30 PM, MrChittyChad said:
Love the mod!
im still figuring out how to change perimeters on crafts and I am having issues with the crew module one. The monopropellant runs out very quickly ( says 9/second or so) I could change the ISP (still tweaking it). I am working on making them stronger too. I see no option to change the amount of propellant (the 189 is nowhere to be found in the craft file). I like to make a copy of the craft and modify that, but when I do, I lose lots of features including monopropellant.
any chance someone could help me understand the rodan config file? I basically want to make the thrusters use less mono per second, and make the amount of mono larger.
If you're using the SuperDracos to do your orbital burns, they run out quickly because they aren't intended to be used this way. The real Dragon 2 uses those for LES only, and does burns using nose RCS. This does confuse MechJeb, though
[1.12.x] Starship Expansion Project - SEP | v2.1.0 (March, 28th, 2024)
in KSP1 Mod Releases
Posted
Is there any chance that you'll include the engine cluster as a plate in which to place independent Raptors? It would be nice to simulate some of the flame-outs