gilflo
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Everything posted by gilflo
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is it possible to gimball Toroïdal Aerospike engine
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
Thank's but it's a kind of cheat!! -
is it possible to gimball Toroïdal Aerospike engine
gilflo replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
That's what i realized, 1 Vector associated with 4 aerospike for the lower stage seems better and lighter than 5 (2.5m) aerospikes. But the SpaceY Ratite is also very good in DV Thrust compare to weight, much lighter In fact 1 Vector seems not enough to gimball the whole thing and I manage to attach 2 Aerospikes to 2 Small (0.625m) Poddle, leaving 1% thrust to the Poddle and maximum gimball and it seems to be helping and working pretty well. -
In order to make an Eve rocket i'd like to know if some of you managed to gimball Aerospike engine? I imagine a solution being to attach the Aerospike to a very small gimbaled engine, leaving this engine running to 1% but it does not seem to work. If not, how do you manage trajectory on Eve departure: just RCS and winglet up to 25 kms?
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
gilflo replied to sirkut's topic in KSP1 Mod Releases
Hello I am a little bit lost with all the threads and links. I am looking for the rework parts such as Foldatron, Pivotron, extendatron and so on.....that were working with KSP 1.0.5 Is there any update for those parts and if yes where is the link? Thank's -
Thank you for the work. This is a "must" in KSP!!!
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Are you going to adapt AdamMil work to this TAC Fuel balancer version? He did a great job! You can select many tanks together to "lock", "dump", "transfer";and so on... You don't have to select them one by one any more and it's a great improvement on large ships..!
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So what does it take to get off of Eve these days?
gilflo replied to RocketBlam's topic in KSP1 Discussion
Hi guys I landed to Eve in 1.0.5 with this big Atomic plane, able to escape to orbit by launching its rocket front part at 14km altitude. This plane is also able to fly all around Eve. I need Adjustable landing gear to be updated to do it in 1.1.2 with the new inflatable shield. I think the de orbiting mass will be much lower! But how do you aerobrake when arriving in Eve SOI. I had to protect my de orbiting rocket with a removable shield and I was not able to set the Peri below 83 kms at the first passage, (below the whole thing would explode) and I burnt retrograde to set the Apo at 10.000kms then I aerobrake with a 79-80km peri during to many orbit tour...!I tooks very long time... Launch De-orbit and landing http://forum.kerbalspaceprogram.com/index.php?/topic/138186-a-plane-to-land-explore-and-escape-from-eve/ -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
gilflo replied to cybutek's topic in KSP1 Mod Releases
I have an issue with KER on KSP 1.1.2 Here is a vessel with the stock nuclear engine: Weight is 21671 and DV 4591 without the 4 external tanks With the 4 connected external tanks Mechjeb see the right mass 31771 and KER stay to 21671 Whatever the number of tanks connected with fuel lines to the main tank I add or subtract KER doesn't change the figures. -
This post is just to say that i am using the items of the Heat management mod from Randazzo with 1.1.2. The topic has been closed, but the items I used, AHMS, deployable cooling systems, works very well with the Nuclear light bulb from the Atomic Age mod by Porkjet. For those who are looking for cooling system, even with no update, it works well maybe be because it's only parts, there no plugin and the animation for deployable cooling system is OK
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
gilflo replied to Porkjet's topic in KSP1 Mod Releases
As far as I can see, mod is playable on 1.1.2 I am using a lander with the nuclear light bulb, cooled by Heat management mod from Randazzo and both mods run perfectly. There is just no flame at the exhaust of the engine when it is running, we can just hear the sound -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
gilflo replied to linuxgurugamer's topic in KSP1 Mod Releases
B9 aerowing procedural: Plugin is B9_Aerospace_wingstuff version for 1.0.2, there's a FARVoxPatch.cfg and a Patch.cfg In fact there's a patch for FAR, maybe it's the trick.... -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
gilflo replied to linuxgurugamer's topic in KSP1 Mod Releases
I have an issue with KwRocketry Redux and B9 aerospace procedural wings in 1.0.5: B9 control surface are stuck and the menu when selecting the control surfaces does not show, yaw, pitch, roll.... I solved it by removing the KW-FAR.cfg as I don't play with FAR. I hope it won't give other issues.... -
A plane to land, explore and Escape from Eve
gilflo replied to gilflo's topic in KSP1 Mission Reports
Exploration flights here -
Leaving now for the sea in the south Take off and turn left heading 190° Cruising at 6400m we can time warp 3 when flight is stabilized. See the sea just at the equator. During descent I cut the 6 atomic engines. The plane glide around 140m/s and descending speed (Vario) is 70m/s over the sea, looking for a spot to land We are going to see how is the land in the cape just in front Breaking to land in line with the sand structure on the ground. We will turn 90° right to align. Turning on final Aligned on final Touch down, chutes deployed I don to know why but it is impossible to repack the chutes, so next landing without chutes, not a problem but landing run is longer, the most difficult in landing run being to control the roll....
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
gilflo replied to Nertea's topic in KSP1 Mod Releases
Can this radiators be deployed in atmospheric flight without being destroyed? -
I need to complete my test flight, join the shuttle in orbit around Eve, fly back to Kerbin and I'll share it to KerbalX But if you want it know I can leave it on dropbox. it's running in 1.0.5, not in 1.1.2. I can also leave it with the shield and mounted on the launcher, but it's a total 750 pieces ship, so your computer should lag a bit .... I need adjustable landing gear mod to be update to run it on 1.1.2. Stock gear does not fit such a monster. It's not possible to align them correctly on 3 axes.
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De-orbiting, should I say!! sorry english is not my native language, but you guessed that yet ! This is a prototype Mods: SpaceY for rocket engines and some strong Ejectatrons 5big sepatron) to eject the 60T shield used for Reentry, Atomic age for Nuclear plane engines, Heat management for Cooling system, Adjustable landing gear for gears, Real chutes for chutes, Tweakscale for engine scaling, Modular rocket system for some small vernors decouplers but I could have tweak scaled stock decouplers, RCS build aids to balance the monster, Magic Smoke industry Used to rotate shield to protect the the braking booster when aerobraking after Eve orbit interception, pilot assistant to help during long cruise and for some tricky landing...SpaceY for launcher tanks and engines All sciences stuff is optional. Speed brakes, cooling systems, science stuffs, ladders, all is ejectable when taking off to launch the rocket at 14000m Lithobrake exploration Technologies can help for next ship with very long ladders, so that we won't need to kneel the plane to get out. That's luxury version! The launcher launched the Eve Escaper with its return shuttle on its back. Total weight 5500T. I hope the return shuttle will support Kerbin reentry. Emergency plan is to launch one of my cargo SSTO to pick up the small capsule and land it on Kerbin.... I forgot B9 aerospace procedural wings for the wings, tails and flight controls. I love this mod!!
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After desorbiting and landing to Eve with the Atomic plane "Eve Escaper", Jedediah is exploring Eve flying SW. See here desorbiting and landing to Eve: First landing at 2300m, plant a flag then leave, searching for ocean Approaching to land at 3500m With the six big Torch engines from Atomic Age with Extendable cooling system, the plane can fly indefinitely..... Repacking chutes The plane is very strong and can support bouncing up to 20m when landing and touch down up to 10m/s. The trick is to stay on wheel once on ground without turning or rolling right or left. Leaving for the 4th flight Approaching 5000m summit for landing on top Landed at 5000m, the plane is kneeled to allow jeb to get down to plant a flag and repack chutes Taking off to try landing on higher point High g load turn towards highest point Short final Bouncing landing to 13m On ground Take off heading south for ocean Front part of Eve Escaper is Rocket system able to reach orbit when launch by plane at 14kms. Plane is destructed during process
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
gilflo replied to bac9's topic in KSP1 Mod Development
Thank's It's working fine for me, no texture issue! -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
gilflo replied to Crzyrndm's topic in KSP1 Mod Releases
Hello Thank's for the update, but, when launched, I can't see the window that allow specific setting for each aircraft. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
gilflo replied to K.Yeon's topic in KSP1 Mod Releases
Thank you Winchester but where can we download your package? I imported the version 1.8 released test 4 folder in 1.1.2 and some of my SSTO equipped with OPT J61 engines or OPT cockpit and B9 procedural wings from 1.0.5. Before that I removed all the gears that were from "adjustable landing gears". I copied the OPT J61 engine directly in the OPT folder. I tried one SSTO with Vulture cockpit and J61 engines, equipped with stock gear (very hard to align...and not very well aligned...). It looks like it flies quite well, though it will flip in high altitude and mach, but I did not have the RCS build help to balance it. As far as i can try, OPT engines work and Cockpit work. But my B9 wings are all black