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Everything posted by Darth Lazarus
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N1-K3. Go to Mun soviet style! (It must be the season)
Darth Lazarus replied to Rune's topic in KSP1 The Spacecraft Exchange
good job i should land your lander besides my LK and Flag. and it's avery nice N1 for only 400 parts -
totm june 2018 Work-in-Progress [WIP] Design Thread
Darth Lazarus replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
for mother russia ! *cough* well i got inspired and working again on my Soyuz-Rockets. It was a hell of a time to just build the improved coresatge and second stage with enough fuel and lift (and working LES) i have to say: i love the .23 possibilty of trustlimitation etc. all i have to do are the boosters now payloadfraction is worse, REALLY worse, BUT it looks awesome. here in the VAB right now: -
superb mod
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Lift Over Thrust (Best Glider Challenge)
Darth Lazarus replied to SoldierHair's topic in KSP1 Challenges & Mission ideas
that is not a plane, thats a glitch using vehicle -
"warthunder" (WT) is pay to win with lot's of prototype planes? i think you are mixing it up with "world of warplanes" (WoWp). most planes in WT are normal warplanes that saw duty during ww2. in case of the spitfire and me109, there are many subversion (BF109E series to BF109K) with different weaponlayouts and flightcharacteristics and of course some planes to fill some gaps in the techtree. but its a different matter compared to WoWp. pay to win? absolutly NOT pay to win. what do you can buy with real money in WT? you can buy premium account for better and faster grinding ingame money and experience points to unlock planes and stuff. and you can buy premium planes. but these premium planes do not have overpowered charateristics. they are mostly normal planes or soem prototypes, well classed in the matchmaking system, and have to fight against good or sometimes superior enemys. the advantages of a premium plane is, that they earn more money, experience points and are cheaper to maintain. edit: and ofcourse you could buy upgrades for you planes to make them better BUT you can buy them on the normal way with grinding too... compared to WoWp, warthunder has NO premium weaponary. you CAN NOT buy magic weapons or ammo to be overpowered. every machinegun, machinecanon or bomb rack as manny ammotypes to chose from (depending on nation the diffenrece will be greater) together with the damage model, there is not a change to "buy" a win or killstreak (alt least if you don't buy cheats like aimbot and such) or bigger damageoutput. if you fly a a fighter with a 37mm canon, then it will HURT a lot compared to a fighter with only 7mm MG's. everything only a matter of the weaponlayout of the plane. (and your flightskills) in WoWp you have premium ammo, that will be consumed on fire and has to be rebought with real money, but gives you huge advantages. (don't know if they changed it already like in their tankgame), mostly deals more damage and has high chance of burning the enemy plane (equal to unescabale death). summary: warthunder is a fungame, if you like aracde airbattles with a huge amount of different fighters, heavyfighters and bombers (over 150 to 200 planes i think). there are flaws (cheating problem), but it is focused more on realstic beahviors then other games. if you want, you can choose between three majoy difficultys: arcade (simple controls, easier flightmodel and damagemodel), historical (real flightmodel but simplified control) or full simulation (hardcore controlls, joystick requiered for best experience, real flightmodel and damagemodel). edit2: Warthunder is focused on mutliplayer. there are singplayer missions and you can buy some greater missionspacks (like the japanese pacific campaign) but sadly the AI is realy stupid =/ so if you want to enjoy a good dogfight, without the frustation of fighting against real humans, then warthunder ist not your choice. the multiplayergamemodes are getting boring very fast and most of the time the teams are acting stupid. BUT if you can playwith friends in a squadron you can have a lot of fun (one flying bomber and two covering him as fighters etc.), you can enjoy a very good looking game (graphics) and nice soundeffects.
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Show off your awesome KSP pictures!
Darth Lazarus replied to NuclearWarfare's topic in KSP Fan Works
somewhere on Mün: a happy Bill -
Show off your awesome KSP pictures!
Darth Lazarus replied to NuclearWarfare's topic in KSP Fan Works
well it has a multidockingport in front of the enginesection, so i can change the payload. it can carry fueltanks, stationparts, or groundbaseparts to various locations. currently working on the boxes to hold kethane. or when using interstelalr mod and/or KAS, i could put tons of stuff into the boxes. -
Show off your awesome KSP pictures!
Darth Lazarus replied to NuclearWarfare's topic in KSP Fan Works
a frighter -
suggestions: -spinning of the centrifuge a bit slower -while spinning, centrifuge needs electricity overall, awesome little modpack working rght now on my Duna-Mission ship :>
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Starpoint Shipyard - a complete log
Darth Lazarus replied to Captain Sierra's topic in KSP1 Mission Reports
hrmm mvery nice spacedock koncept. i was planing to build a dock for my interplanetary missions too ... so taking you as inspiration -
[20/11/2014][0.25] FTmN Atomic Rockets
Darth Lazarus replied to Kommitz's topic in KSP1 Mod Releases
Kerbal Engineer got fixed, testing was succesful. no need to change the cfg -
[20/11/2014][0.25] FTmN Atomic Rockets
Darth Lazarus replied to Kommitz's topic in KSP1 Mod Releases
working on some interplanetary ships (recreating 2 of an other buddy) ... and your nukeengines are very usefull thanks a lot -
you Sir are my hero, perfect mod.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Darth Lazarus replied to ferram4's topic in KSP1 Mod Releases
why did i havnt seen this mod earlier? ... on the oen hand, i prefer to play in stock-only mode with some help from engineer and RCShelp plugins for build. but after version 0.20 i got problems with my proton rocket. still flying fine BUT with some wobble. going to test with this mod now to see the rsult, if flying is better or worse ^^ nevertheless thanks a lot for the work.- 2,647 replies
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- kerbal joint reinforcement
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[1.2] Procedural Fairings 3.20 (November 8)
Darth Lazarus replied to e-dog's topic in KSP1 Mod Releases
nothing better then awesome looking fairings. thanks a lot for this mod -
very lovly work ! downloading right now. the parts, espacily the centrifuge, are perfect for my realistic deep space exploration project AND they look stook-like. let's see, how they will look together with Nertea's "Near Future Propulsion pack" or maybe some shiny nukeenignes from Kommitz? we will see ... thanks a lot for your work !
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failsafe i wrote it in the flghtinstructions. two engines are pointing in the opposite directions after coupling. and some people will forget tu turn off the Block D engines so i thought about a simple helpfull idea to prevent this. and th LK will be put in orbit easly by the Third stage of the launcher. the landingburn is mostly done by the Block D. only shortly above teh surface, the Block is decoupled and the LK finishs the landing with the own engine, but with only a tiny bit amount of fuel. i have to admit that it was hard to get enough fuel for teh ascent into that tiny ant. i did some partclipping, but the result makes me happy eidt: @ gigglepley: Proton K? tzzz details , will check the wiki about the Proton rockets and will update the name in the next update fpr the package, thank you
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Hello everyone and thanks for showing interest in my Soviet Mün-Mission, Proton-Style! No we are not dancing to Mün like a Korean Musicstar There are many recreations of Apollo-style missions. The best of all (in my eyes) is Mulbin's Munbug series with it's current master piece -> Munbug XI <-. Go check this out and fly a beautifull Saturn V recreation. But there is more. Even the mighty, but unsuccesfull N1 rocket, a soviet monsterproject, is available as Stock rocket in KSP. As a small and as a big one, thanks to GusTurbo. Go try his Mini -> N1-L3 <-. But i asked myself: What if the soviets scraped the N1-plan and continued with the work of the Proton rocket? For circumlunar flights, and testing the LOK, the Lunar Orbital Craft, there was the "Zond"programm. Sending testvehicles around the Moon with a Proton rocket. But a Proton alone is not powerfull enough, to send the whole Lunarcomplex, the LOK, the LK-lander and a BLOCK D to Moon. no Problem: thats why going Proton-style. In my alternative timeline, the soviets continued their Moonproject. The americans got the first man on moon, but national pride and improvemnts on the Proton opened the new door to Moon... before going real, a big thank you to Squad. Thanks for creating such a wonderfull game. Next a big thank you to the Guys of the -> OKB-1 team and our work in recreate Stock russians spacestuff <-. Special thanks to GusTurbo and his LK-lander. I used it as inspiration for my Mün-Mission and a special THX to sgt_flyer for his awesome BLOCK D booster stage. >01.20.14 update< in the new version, the LK lander has more fuel and a little Mün-Car has been added. Now to the Mün-Mission: this Pack includes two Proton M rockets with different payloads. Proton rockez with LOK - Soyuz-like orbital spaceship Proton rocket with LK - lander with Block D for breakingburn and landing the Part-count is pretty high, over 600 for the Proton with LK and over 400 for the Proton with the LOK. Download: -> Soviet Mun Mission Proton Style v1.1 <- Flightinstructions: WARNING: without following the flightinstruction and the right use of the actiongroups, the Mission will be a FAILURE. You have been warned. ...oh and ... the fuelbuget is TIGHT. Actiongroups: Group 1 - activates LOK (antennas and stuff) Group 2 - jetsonies TMI-Booster on LOK Group 3 - toggles LOK mainengine Group 4 - decouples enginefairings and activates engine of BLOCK D at LK-lander, for braking burn and landing. Group 5 - toggles ladder on LK lander. Group 6 - decoupling Mün-Car The Lunch of every rocket follows the same way. Go full power and start the g-turn at around 10Km. Smothly turn the nose of the Proton towards the 45° marker, should be a continues motion and following the green prograde marker. Reach 45° at around 45 to 50Km apoapsis. Finish orbit at 80Km apoapsis and make a nice circular Orbit in LKO. Other flystyls are not tested so you "could" ran out of fuel with teh third stage. launch Proton with LK-lander first and send it to a 75x75 or 80x80 Orbit, BECAREFULL: LK must be EMPTY in lunchoptions (no pilot) launch Proton with LOK next and go for a rondevouz with LK (activate LOK with "Group 1") TMI-Booster of LOK will serve for rondevous maneuver, beware of FUEL don't waste too much or TMI is impossible (thats why a low kerbin orbit for LK) after coupling, prepare for TMI with the TMI-Booster of the LOK, LK-booster should still have enginefairings (failsafe) TMI: go for a cicrumlunar Orbit. if something bad happens, the LOK can return safly to Kerbin after TMI-burn, do minor coursecorrection with the TMI-booster, if needed (and if fuel is left) after TMI-burn (and corrections), press "Group 2" for decoupling the TMI-Booster and then press "Group 4" for activating BLOCK D of the Lander. finish a nice circular orbit around Mün with the BLOCK D (between 20x20 and 30x30), use "controll here" on the LK docking port, for easy pointing at the manouver marker. time for a spacewalk. get your Kerbal from the LOK and take a seat in the LK-lander now decouple and prepare for the ride of your life, change "Controll here" to the dockingport at the Top of the LK, 'cause capsule is turned 180degree... start the landing burn with the BLOCK D and descent if runing out of fuel, decouple BLOCK D and burn with the LK. if not running out of fuel: decouple BLOCK D short before surface and land with LK (don't forget landinglegs) land nice and smooth and use as less fuel as possible from the LK, unfold the ladder with "Group 5" do the Moonwalk, plant the flag, jump around ... serious, you did it, with "Group 6" you can decouple the Mün-Car, it has a probecore to get it back on all wheels if it flipped over. get back into the LK and hit space to decouple from the legs for the ascent. burn and meet your LOK in Münorbit. should be still there (hopefully), if runing out of fuel, pump the fuel of the orange circular tank on the "side" manually into the black/white big tank, it serves as some kind of emergencytank (aka no direct fuelflow) dock with LOK and spacewalk back into your LOK and decouple the LK ascentstage. activate LOK mainengine with "Group 3" say goodbye to Mün! plan manoveur back to Kerbin and burn. decouple docking-section from LOK when reaching Kerbin do the braking burn (if nessecary) and decouple service module and begin reentry get toasted land with parachute congratualtion: you finished the Soviet Mün-Mission ~Proton Style ~ ! and now some pictures from my Mission: Proton with LK on Launchpad LK with BLock D and Proton third stage finishing orbit around Kerbin Proton with LOK shortly before launch lift off ! LOK and LK docked in orbit around Kerbin planing trans-münar-injection (TMI) arriving at Mün time to get serious, Jeb chaning his seat. the ride one small step for a kerbal ... ... but a big leap towards a happy Jeb ! weeeehhhhhhhhhhh ... the Mün-Car is amazing ! time to get back, ascent from Mün-surface, landinglegs and debris of the crashed Block D visible planing the returntrip not getting tiered of this view it's done ! home sweet home~ i hope you all can enjoy this alternative Mün-Mission. I will continue work on the rockets. maybe other updates will include rovers (done ) and scintific stuff. updates: 01.20.14 - adding Mün-Car to LK lander - more fuel for the LK lander
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thanks for sharing let's see if i can watch some sunrises
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[20/11/2014][0.25] FTmN Atomic Rockets
Darth Lazarus replied to Kommitz's topic in KSP1 Mod Releases
a shiny future -
[20/11/2014][0.25] FTmN Atomic Rockets
Darth Lazarus replied to Kommitz's topic in KSP1 Mod Releases
god i love these engines !