hellion13
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Everything posted by hellion13
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While I realize at the moment no actual Steam boxes are out, I was wondering how playable, if at all, KSP might run. This is a question of great interest to me. Ive been a fan since .16, and this game became literally the only game i wished to play. But round about .22 I got dumb and got myself banned from owning a PC by the FBI(lol). An ad for the Alienware Alpha at the local walmart brought the long lost hope of playing and supporting KSP back to me, which is why i ask the question. Because if so, ill forgo buying a PS4 or Xbone to afford the Alienware.
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i cant believe how perfect the thought of building with legos in KSP goes with the general theme of the game
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WIP: Saturn V S-IC (First Stage) v0.4 (Normalmap improvements)
hellion13 replied to CoolBeer's topic in KSP1 Mod Releases
im glad some one is finally working on a decent model of the Saturn family of rockets, ive seen few others from before .21 that never really worked with the VAB we had then and with Tiberion's Nova(Slug)Punch 2 pack its possible to make a Kerbalized version, but a fully scaled Saturn would be a thing to behold given that with some .cfg changes the others work kinda in .21 but not all the way and are impossible to fly but actually fit in the VAB, although im wondering if, when this gets all filled out with the next 2-3 stages and an all up flight is possible if it will even fit in the much taller VAB we have now -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
i had that issue once but a restart fixed it -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
LOL i first started to play this game on a POS Best Buy HP and had HORRID performance issues and CTDs(especially with this addon), ended up saying EFF it and with a budget of $200-300 a month built the best damned AMD machine i could buy because 10fps wasnt enough for me to warrant the $400+ price difference between the AMD fx 8350, and intels i7 3k-4k chip, and i could still get the PCI-e 3.0 with the ASUS Sabertooth gen3/r2.0 MB(this has been my best purchase) running 2 HD7950 GPUs crossfire there really isnt ANYTHING i cant get 60+ fps out of(to hell with the micro stutter i cant even see it!!) it even stays cool as hell at 37C even with 1000+ part rockets flying -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
@SHaFT7 it honestly took me getting a better PC build with MUCH faster RAM, in order to anything really big up, i was able to max out the physics calculations and it stabilized everything and that big bearcat 5x's gimbals tend to wanna kick everything around HARD so disable them and use a ton of SAS torque or use smaller control engines that can fall away with the bearcats im using 32gb of Corsair 2400mhz gaming RAM, it was a $200 chunk of change but it COMPLETELY stabilized my KSP experience...and yes i know that 32gb of ram is overkill but who the hell can say they have 32gb of ram LOL -
what engines are you using? i don't recognize them off hand.
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i personally think both the Saturn and the N1 programs both were ideas that could have gone horribly wrong, the Soviets went with bunch of small not very well tested engines, and the US went with a few REALLY BIG engines that also wasnt tested as well as they should have been case in point the test stand explosion, and the second Saturn all up test flight where the 3rd stage lost 2 of its engines, i think the N1 program MIGHT have made it if it hadnt been for the death the main Soviet Rocket Scientist, and the subsequent power struggle with his successors, they wouldnt have made it first but at least they would have made it and had a super heavy lift vehicle for later projects, like we did with the last Saturn launch and Skylab
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i have massive fuel issues with this, using the stock falcon 9 satellite launcher with payload, it can get all the way out to minmus orbit and still have half the fuel left in the tank, it was kind of a trip, I wasnt trying to go there but launched at the perfect window, got up for a soda came back to find i was moving at 3200m/s and had a 10km encounter with minmus hurried up and hit X to kill thrust and still had half my fuel i was even able to return the first stage to kerbin FROM minmus i had so much fuel
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oh they worked, they worked fine until something inevitably broke in the 30 engine configuration and it blew up
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hmm, been playing around with this one for a while now, and ive gotten everything to work finally, so i created another KSP game and edited the .cfgs so i had everything right off the bat, to test out what all this was capable of. seems to me the thermal engines have better lifting capabilities before they are retrofitted, but immensely better isp after the retro fit, but therein lies my issue its all fine and dandy to get a whole warp capable ship into orbit and beyond with teh stock engines, but once i upgrade i fail to even reach orbit with an engine that used to be SSTO easily, my way around that was to retro fit IN FLIGHT around 60k altitude turning the engine in to a viable orbital engine with out burning all my fuel up, going from an isp in the 1000s to an engine with an isp in the 10s of thousands, then my second issue hits once im in orbit, actually getting anywhere, i follow the instructions and wait untill where im going is at its closest point, and activate now this is the second issue, DEACTIVATING the damned thing fast enough to park my ship with in a viable orbit, i warp in at .1 C and by the time i can get the menu up again im a half a billion miles away already,( my UI disappears when i warp and i have to re click the drive to get it back) even setting it up as a action group does little to help, unless i skip across the system in short jumps but then im wasting time and i have to time accelerate to wait for the drive to charge and then im wasting RCS to get my target back in my reticule. i think what this needs most is a targeting computer, something that can deactivate the drive once you hit a predesignated altitude above the target planet so all the pilot has to do is flip the ship and decelerate or accelerate in to orbit, and to fit in with the scope of the mod make it upgradeable for accuracy.....
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
it really isnt a bad engine, its used in pretty much every rocket i make LOL, i mostly use it as a command/service module engine but every now and then it gets put to use as a booster -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
i LOL'd when i read that, engines look great for having no textures, any idea on specs tho? i am now having daydreams of a nuclear powered Apollo command module with the 2.5m and with a 1.25m nuclear lander bound for Duna and Beyond -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
ive always liked the idea of the nuclear engine, but both the stock engine and the 2.5m nerva have always been way to big to be of any use to me, but a lower profile nerva as a CM engine with around 50-75 thrust, and smaller radial nervas as LEM engines would work wonders -
this mod is great, but maybe im wanting too much, but i wish we could adjust the shape a bit, somewhat like procedural wings, tried making a Saturn V clone using NP2 the fairings i have for that pack work but i was looking to see if i could get a more stable LEM fairing with this one, I have my LEM mounted between the 3.75m 3rd stage and my CM engine wanting a fairing that covers the very simple 2 man lander i have with out bulging out kinda like KWs hollow 3m-2m adapter/decoupler but a little taller, other than that issue, i love these fairings dont really use any of the others anymore
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
im honestly starting to grow out of mechjeb, it was nice when i had no idea what i was doing but thanks to the Mr. Scott Manley ive figured out how to use the nodes, the only thing i really use it for now is quick dV numbers and Ion engine burns so i can alt tab out, and let MJ fly the burn and let the alarm clock lemme know when its done, because screw sitting there tapping WASD for a hour and a half -
when i load KSP from the Steam menu, i usually alt-tab out to do other things while i wait for it to load, now with the steam version i can go back in a minute or 2 and its not really moved a whole lot along the load bar, but if i load from a backup/test copy of ksp it loads like SUPER fast even alt-tabbed out just wondering if anyone else has noticed this
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
Nah lol, ill use it for other things, dV calculations , space station building, going places other than the Mun or Minmus, but just launching i can pull off on my own now, my next project is getting a Duna rocket in the SLS or Aries style. Thinking i want a manned Duna free return, much like NASA is wanting to do in 2018 i guess is the last i heard, it would be possible for a land and return mission but if i wanna keep it NASA style id have to have a lander waiting in orbit, parts we have now i cant feasibly make a rocket with the lander and keep it inline with the SLS or ARIES lander would be too heavy to launch and still keep the 2 stage plus solid boosters to orbital altitude the SLS and aries had the third stage being orbital operations and Mars/Duna burn IDK im getting off topic LOL also want to know if some of the older parts (the 3m bearcat sls engine mostly) are available anywhere? . I lost all the old NP part packs in a drive fail i had a while back had .16 compatible and on, on that drive i was bummed(i liked to play the older versions sometimes) didnt wanna double post.....but i just found this and i laughed at it, it eventually got 63 Kerbals to the moon and back all at once it was hilarious altho i have no pics of it -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
this!!!!!!! KSPX is slowly getting implemented in the Stock KSP game(the KSPX dev got hired as a part time Squad Dev) , altho there are some parts that havent made it yet there are analogs to them in this pack yes i check the dev builds page daily for updates, i think its something to do with the amount of thrust the big engine puts out along with having gimballing(not a bad thing!)but when mechjeb gets ahold of it it wants to torque it around to keep the big rocket on an arrow straight path and unless i fry my CPU with 10,000 struts it folds the rocket, with out it tho, counter intuitively, if i start a very slight gravity turn around 1km she stays together and i decouple the lift stage around 10-12km at around 250m/s sitting directly on the 45degree angle mark, the 5m matriarch is enough to keep it going all the way to ~100km, the rest is easy it ALMOST flies along the REAL Saturn Vs flight path it was grav turning almost directly after launch as well which is what im going for, i dont want leftover fuel in tanks that need to be jettisoned or run out of fuel and have to use tanks i need for later and im sorry ive tried i really have, to get the same kind of thing going with pure NP2 but the 3m tank is just slightly too heavy for an effective 2nd stage to get it to ~100km without having to burn fuel in the 3m tank to get there(altho there is more than enough fuel in it to get to orbit and burn for the Mun), again tho im going for a pure Saturn V experience -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
there are a bunch of decouplers, on the fairing stage, one of which is the KW 2.5m to 3m hollow thing(that thing is so useful) i use the black KW tank with the little mother because combined with that much mass on top of it she runs out of fuel right when i hit around 25-30km Munar PE after my Munar injection( or 10km if im going to minmus) after that i might have mixed the struts from both packs lol nice thing about the Procedural fairings is that i can place the mounting rings with out the actual fairings, strut everything down tight and then put the fairings on makes for a real tight upper stage, OH i almost forgot, im using the KW 2.5m pancake tank for my landers fuel with the stock poodle engine( i could use the stock one, they have generally the same fuel levels but i dont like the bolted on look that it gives my lander), now if only KSP allowed me to transfer crew with out having to EVA id use the crew management mod but for some reason i lose some part icons in my VAB when i use it edit: ive stopped using Mechjeb with the NP2 parts seems to make it entirely too wobbly and will fold my rockets at some point after launch, and at any rate with the new SAS its a hell of a lot easier to fly the rockets also got another KSP build with the real fuels mod attempting to recreate the different fuels each stage used but thats been problematic -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
my saturn V made with parts from KW, NP2, and procedural fairings, flies wonderfully, actually i think the only part i used from KW was the black 3m 3rd stage tank, unless the escape tower is from KW, i cant remember where all my parts come from LOL -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
hellion13 replied to Tiberion's topic in KSP1 Mod Releases
thank you lol