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totm june 2018 Work-in-Progress [WIP] Design Thread
Darth Lazarus replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
working on a SLS Block II -
Beale? perfect work on the Block D ... i love the attitude trusters for teh engine
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Show off your awesome KSP pictures!
Darth Lazarus replied to NuclearWarfare's topic in KSP Fan Works
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Beale ... have you ever read your "Soyuz Manual" book? you suggested it to us but it seems you missed soem details. only early Soyuz were green. nowadays they are black
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holy loaf ... god beale you are amazing about the piping ... okay your source looks awesome too ... DO IT. and lowprofiel engines sound very good, havn't tought of this
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uhm Beale ... are the engines build in into the N1 tanks for the first three stages? or are you doing seperate engins like for your other lifters? if you do them as extra parts, you will run into problems with teh length of each stage. stage two and three had large enginefairings to protect them during ascend. and i see you your oics, that you already have "build in" the fiarings into the tanklength. edit: i would sugest to remove the pipe on the BLock B. every piping was inside these funy "block shaped attachments" on the side of each tank (dont mind the nuclear payload )
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Mission update: okay guys my current Plan is to launch 3 seperate Missions with increasing difficulty. each new planet should be reached by a slingshot with minimal dV spending from engines and each mission will have one more additional slingshotmaneauver. Mariner 6: Kerbin -> Duna -> ? Venus Probe: Kerbin -> Eve -> ? -> ? Voyager 1: Kerbin -> ? -> ? -> Jool -> ? so my questions now: -has anyone good blueprints of Mariner 6? i already have a stock version, which i want to update with parts from AIES pack. but i can't find good blueprints of the probe. -does anyone know a good Venus mission, which would fit my missionprofile? a flyby with two additional targets? -any sugestions for the "questionmark" or "unknown" flybytargets? Like going from Eve back to Kerbin to slingshot to Duna, or Dres or so ? i'm still testing the KSPTOT tool. it's very powerfull and amazing, but overwhleming and complicated. the flyby-maneuver planer is wonderfull. i saw that you can do any mission you want ... but all depends on dV spending. so i have to figureout how to plan a mission with a probe an a minimal amount of dV. here a picture of my Atlas Centaur (stock and mod) and my Mariner 6:
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yes, i plan to use the 400 dV in the Voyager for cursecorrections. but i will see if i need more or less. thanks for adviosing to start with Kerbin to Eve first and then go for Jool. what do you mean with targeting maneuvers? something like, adding teh planet as target to get a close encounter like i woudl "rondevous" with the planet? a quick mockup of teh Titan III E with parts from FASA and Fairings from KW Rocketry ... locks awesome.
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first of all: thank you very much everyone for your words and helpfull hints Voyager already has RCS with around 400 m/s of dV. but after reading all your replies, i think i will boost it up slightly (or maybe adding an iondrive) ... we will see. and i will launch first a test mission with a regular probe with engines to test the slingshot maneuver. an other question: any good part pack with large SRB's to build a Titan III E replica? i already have a stock version, but the boosters look terrible and real fairings would be awesome (and reduce teh partcount a lot)
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congratulation Niemand303 ! @Beale: balance your rockets against STOCK parts and atmospheric model. there is no sense in balancing it for FAR or NEAR (espacily 1.0 is around teh corner) most people only use stock atmos model and it wpuld be a shame if tehy get underpowered rockets... and every stock rocket is overpowered for FAR and NEAR.
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well, i think this mod adds some diversity with different scienceequipment, like the magnetometerboom or different surface items for rovers and landers besides the ordinary temp/airbressure/gravimeter tools you already have in stock game. for me, it's more fun designing specialised satelites and probes with unique design without relying to much on the stock items. and honestly: the stock Goo container and materialsbay are ugly as hell... maybe i roleplay to much instead of "slam it together and go". but i like it this way
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i havn't tested landing gear yet. i will test it soon. but yeah, if CoM shifts with expanded Landinggear ... i will have trouble with my lightwight low-gravity landers for some probe missions. i know that the airplanegears have shifting CoM's but i'm not sure about the normaly ones. here you can see the folded and unfolded Voyager. in the VAB in unfolded mode, teh CoM is right in the middle of the Main-Bus, thx to the RCS tanks and the lightweight dish. i think i will paly around with the angle of teh RTG's, number of it and weight of teh science equipment... but i guess it will be hard to locate the unbalance edit: tested the landinggears and cargobays the result: no change of CoM! i was very surprised...
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good day everyone currently, i'm planing a big tour to some planets with a probe. my goal is, to reach several planets (Jool in main focus) with only gravity assits by other plantes and the inertial depature burn from Kerbinorbit. visiting the planets (and maybe larger moons) will be done only in flybys. i don't want to establish orbits and i don't want to do hard aerobrakes, maybe some slightly touch the outerlayers without risikng to heat the space craft. my question is now: is there a tool or tutorial or guide for planing such a mission? like giving hepful informations of when to start to which planet? the spacecraft i want to use is a Voyager 1 replcia with only 400 m/s dV with RCS thrusters thank you very much for help little edit: i dont want to visit all the planets, but as much as possible. maybe Jool and Eve for sure here a pic of my Voyager 1
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goign to test it right now. the fun thing is: when using the Infernal robotic hinches, the CoM shifts corectly okay the results: taking off and putting it back in extend mode changes nothing in the CoM. i did soem orbital testing with and without the boom and different angles of the Infernal Robotic controlled trusssections. it seems that in the VAB the shifting CoM is not showed correctly with moving the parts around with IR. back to teh drawingboard i guess to balance my voyager
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all FASA rockets are more "arcade"sytle balanced for easy usage. and some are build completly wrong (Titan II with Gemini as Example ship has way to long fueltanks f.ex.) but very cool idea biohazard to use an Atlas. which cloud mod are you using? i look for a good working one for my game.
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i just wanted to say "thanky you very much" for this very awesome, helpfull and beautifull sciencepack. it adds a lot diversity to KSP reagrding science and exploration. here a Voyager 1 replica. mods used: Infernal robotics, Tweakscale, AIES, Tantares and DMagic Orbital Science edit: i have one question: does the magnetoemeterboom have a value for a shifting Center of mass? because after extending it, Voyager 1 becames unstable for spinning. but there was no change of CoM in the VAB
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Show off your awesome KSP pictures!
Darth Lazarus replied to NuclearWarfare's topic in KSP Fan Works
and yes it sings to the whales ... -
suddenly , a wild Voyager 1 appears... i used the long antenna, which fits perfectly ! other mods used: AIES Aerospace, Infernalrobotics, Tweakscale for IR and DMagic Orbital Science
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hrm .... Titan rockets .... i think i will build some replicas. Titan II GLV, then a Titan III E with Voyager 1 ... already have done some calculations for the TWR of the engines. good thing that we have a TantGemini now as payload keep the good work Beale !
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fits perfectly... for download: -> download me HARD <-
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