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KSP2 Release Notes
Everything posted by oversoul
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
oversoul replied to ferram4's topic in KSP1 Mod Releases
The source code is on github, so anyone with the tools and the talent can modernize it.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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My beta executable just crashed. Is this the prank?
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Kermini VIII 50y tribute flight!
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Welcome to the struggle hah :}
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Finally got my Minmus Orbital Science Station operational after about three weeks real time of dabbling at it.
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Anyone Else Recently Build A Bad@** PC in Reponse to upcoming 1.1?
oversoul replied to scribbleheli's topic in The Lounge
No, but I did recently upgrade from a 770Ti to a 960 because cheap. -
Can't be as hard as STS, right? hah
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First flight of experimental runway to orbit shuttle (RTOS... not SSTO... uses drop tanks) didn't have enough juice to make a circular orbit, although it did get to AP of 80km with about 250dV to spare. So instead of reverting, I let it fall back to atmo, performed a high speed braking reentry and left hand 180 turn to glide into this spit of land and touch down! the "Abort to Korea (ATK)" maneuver I shall call this [spit of land resembles Korean peninsula]
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What was your most epic disaster averted moment?
oversoul replied to Sanic's topic in KSP1 Discussion
I think mine just happened. If not, definitely top three. I wanted to test my new OPT install in sandbox, but instead I just used the OPT hypersonic cockpit to built an experimental RTOS (runway to orbit shuttle... not SSTO... it uses jet fuel drop tanks that get staged when I transition to rocket power). Well, I didn't have the juice to circularize after a perfect, well-balanced runway takeoff and atmospheric flight with a 80KM apogee. So instead of reverting or abandoning the flight, I coasted down into atmo, performed a braking left hand 180 turn and coasted in to the "Korea" land mass... first "Abort to Korea" maneuver me, I think! -
Well what better way to celebrate this career first landing on Ike than to lose Jeb in a atmo fighter plane crash the next day. Right after I had cleaned up all of my old quicksaves, too.
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Built a replica of the Virgin Galactic Space Ship thingy. Ended up getting it to about 25km AP. TF1 - test of mothership handling (success) TF2 - test of mothership with defueled dropship, test of dropship glider capabilities (success) TF3 - test of Mk2 mothership (wing extension) with fueled dropship, test of dropship release and burn to high altitude (partial success, dropship aerodynamic pitch instabilities when loaded with rocket fuel require immediate ignition of rocket to improve stability), test flight achieved 17km AP TF4 - test of new staging configuration (built the mothership around the dropship so that after staging, focus would stay on dropship), flight acheived a 25km AP (success)
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Testing the Duna Buggy on the Mun first, and going on some sweet jumps. It needs pegs now. This is going to be on phase one to Duna, the first time I have been to Duna in this career game actually. Phase one will send a wideband scanner sat, narrowband scanner sat, this buggy, a descent/ascent lander, and a orbital hab/pusher/return vehicle. Should be fun. Goal is to find the loots, mark it for phase two, and get these guys returned for some XP. Science tree is maxxed... soo... ^ pegs installed on Mark 2
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Well this morning I finished this ridiculous mission to mine Mun ore and return it to Kerbin after several real time weeks of neglect. Used four different craft in all and spent a lot of time on this mission. Land on Kerbin, pop champagne, light cigars, then notice lack of completion notification in upper right of screen. Double check every parameter, load the descent save file, land again, same thing. :mad: :mad: RUWAAAARRRRRRRR :mad: :mad: :mad:
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I am running 30 without ATM and without any enviro mods nor any planetary/system mods. When KSP gets loaded, mem print is at about 2.7GB. I run for about 8 hours before leaks crash it.
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I've landed short of KSC a few times, but tried to ditch anyway, and have the people parts survive.
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I finally got this thing working. Vertical stacks got kinda boring, which is the only reason I would dabble with this terrible concept. Other than the reusability in Career mode. Someone in our facebook group was asking how to fly this thing, so I made these crude videos: ASCENT MANEUVERS & PAYLOAD REENTRY and GLIDER
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Stuck another STS reentry. Maybe my native name should be "Two Flares" haha
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I have been possessed by STS madness. Well and a I finally got one that works and doesn't flip out in glider phase. So naturally I used it to build a two piece career contract station in low Kerbin orbit, then bring the tow pieces back one at a time. sarbian SSE mod came in handy for this project.
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Ran an APOLLO 11 commemorative flight.
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ermagerd finally got my STS to work had to get rid of the big honking SpaceY SRB; it was causing yawing and pitching while going transonic. I put two KickBack SRB on either side of the Big Orange Tank and it worked fine. Even took it up to a high orbit so I could sync with KSS and dock! Huzzah!
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Yesterday, I put one on the bottom of my Orbiter so I could test it's near-empty weight glider characteristics. Finally got that f&^%*r to orbit today after about ten hours of sweaty, cussing and fussing VAB time.
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Who cares what anyone else does in their own single player game? Only RockStar does, and we all know what douches they are. I love this discussion though: I imagine a sweaty astronaut, his gaze locked on the navball, main engines blazing, annunciators quiet (for now), his right hand on the attitude control, and his left hand poised over the "ABORT" button. Cause that's how every launch ever has happened. hah Reading "Flight" right now about Chris Kraft's career and they are getting into the Mercury program; those astronauts didn't control jack FYI.
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Pretty much what this fella said. - it's like LEGO rockets - it's sand-box; you can start a career or you can go to the sandbox and make anything, and take it anywhere - it's simple-ish; this was one of Squad's genius moves, to shrink down the size of the system so it wouldn't be so physically big and daunting, yet at even at the scale you get a healthy respect for real world moon, and planetary transfers. - this game has one of the best, if not THE BEST, mod communities and developers receptive to that mod making and using community. It's incredible... I am trying to think of another that comes close and can only come up with Desert Combat mod for BF1942 which later became DICE/Battlefield. Even so that was only one mod and doesn't approach the scale of the KSP mod "biosphere" I guess is a good word. - I love sci-fi books and I tinker with astronomy when clouds permit - I was born in 1980, so I clearly remember the excitement of the Shuttle, Hubble, ISS, and the national misery of CHALLENGER and COLUMBIA - I have a computer science degree with a minor in math, even though I haven't used this in my professional life (yet). I really enjoyed the stepwise problem solving of CS and later math courses. I was on a submarine as a nuke, which is somewhat technical, and had a teacher-imposed and reality-imposed reason for knowing what a part did, why it did, and what would happen when it failed. Then I drove surface ships. Would you believe there is a lot of vector math in shiphandling? Thanks for starting this convo; rep++
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(stock aero) I have been playing with STS designs again, because I'm drunk, and those vertical stacks always work, and frankly bore me with their space worthiness. So today I am again designing STS crafts, and after many hours, none work. Shockingly, I know. Here's one way I decided to test the glider phase of them before tackling the objectives of actually getting them to space with some out-of-control yawing at transonic speeds and other v104 erratic behavior. Anyway... do any of you STS builders out there test gliding in similar methods?