

Razorcane
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Everything posted by Razorcane
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Modular Fuel System Continued v3.3 (OBSOLETE)
Razorcane replied to NathanKell's topic in KSP1 Mod Releases
That's not true. By editing the config, I was able to allow my shuttle patch to use two fuels for RCS, although I couldn't control the mixture ratio, so the leftovers were unbalanced, but it still worked. Still, it would be nice to be able to change RCS units to use your fuels, that way we can leave out monopropellant tanks if we want. -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
Razorcane replied to Ledenko's topic in KSP1 Mod Development
Orian, you probably would have been better off using the World Space Saturn V. -
[Showcase] The real world's largest rockets
Razorcane replied to Nephf's topic in KSP1 The Spacecraft Exchange
Most of these don't seem to fall under "largest rockets". It looks to me like you're just posting real world rockets with stock parts, instead of taking the largest. IIRC the Saturn V and the Space Shuttle were the only two rockets that weighed over 2,000 tonnes. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Razorcane replied to NathanKell's topic in KSP1 Mod Releases
Nathan, I don't know if you're planning this feature, but I think it really should make it into the game. I would like to also customize the types of fuel that RCS uses, since they are basically rocket engines, but really weak ones. It would be nice to be able to change my RCS to use, say, N2O4/MMH along with an engine that does that, so that I don't have to have separate monopropellant tanks. Just a suggestion. -
Soyuz Replica w/ Life Support and Functional LES!
Razorcane replied to Scootaloo's topic in KSP1 The Spacecraft Exchange
FYI, the Stage 0 boosters were installed at a 45 degree angle because of the Vernier boosters. Still nice though. -
International construction ISS in Kerbal orbit.
Razorcane replied to BobCat's topic in KSP1 Mod Development
Remember how I said I was working on the truss segments just for fun? Well I've had to cut back recently as I just started college again(going for my Master's degree, so it's hectic), and trying to juggle that and a full time job, I don't have much time for doing things like this. However, I thought I'd share the progress I've made on the S0 Truss just for kicks. This was about an hour and a half of work. You'll notice that it's still missing a lot. I'm still working on modelling the bits and pieces. You see the four pin-looking things sticking out of the top and bottom? Those are grapple fixtures for the Space Shuttle's Canadarm(not to be confused with the ISS's Canadarm2), and for full functionality they should be a separate part, though it doesn't really matter until someone makes a proper Canadarm(I have ideas for how it could work, as I stated previously). You'll also notice the rail sticking out. That could also be a separate piece, used as a gantry rail for the mobile base system that will hopefully be added in the future. I'm still coming up with ideas. I know that the trusses were attached via tiny magnet hooks, and then secured later. I was thinking of doing a system like that for the docking ports, though as you can see they haven't been modeled yet. The grapple fixture for attaching the S0 Truss to the Destiny Lab is also a hook, so it will be a challenge making it universal(because lower part counts are a plus). I think that perhaps the magnet hook and the magnet clamp will be two separate, small pieces that will be used for docking. -
[0.22.X] BobCat ind. Historical spacecraft thread
Razorcane replied to BobCat's topic in KSP1 Mod Releases
I actually finished modelling/texturing all the parts for the Apollo Mission Pack mod. However, my partner came back after about 2 months of inactivity and said he was done working on it. So now I have all these nice looking models and no way to convert them to Unity. Oh well. -
International construction ISS in Kerbal orbit.
Razorcane replied to BobCat's topic in KSP1 Mod Development
Where is said Cygnus mod? I haven't heard anything of the sort since Nutt and that other guy abandoned their project. -
You probably would have been better off posting this in the KMP thread.
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[0.22.X] BobCat ind. Historical spacecraft thread
Razorcane replied to BobCat's topic in KSP1 Mod Releases
I've never had problems docking modules to Mir without solar panels. Perhaps you should time your launches so that you rendezvous at roughly the same time you reach orbit. -
[0.22.X] BobCat ind. Historical spacecraft thread
Razorcane replied to BobCat's topic in KSP1 Mod Releases
Hey, Bobcat, thanks for including RasterPropMonitor, it's a fantastic little plugin. Also, I hope that the ISS pack will get some love later on. I've been redesigning the truss segments(just for fun) if you want me to send them to you. -
It's December 6th here! Sadly, I won't be able to play KSP until Monday, I'm going out of state for the weekend, and I don't feel like dragging around my laptop with me(I'll still be taking my iPad, so I can watch this thread!).
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SPACE STATIONS! Post your pictures here
Razorcane replied to tsunam1's topic in KSP1 The Spacecraft Exchange
There are no triangular panels. What are you talking about? -
International construction ISS in Kerbal orbit.
Razorcane replied to BobCat's topic in KSP1 Mod Development
This is quite impressive. It's a shame that this interior would be visible even if you don't have all the modules equipped. We need some sort of plugin that allows us to connect EVAs. -
Apollo Mission Pack Development (Beta version released!)
Razorcane replied to iamaphazael's topic in KSP1 Mod Development
Unfortunately no, I can't share them. I can't seem to find them anywhere. I thought about recreating them though. They only took a couple of hours per part, so it wouldn't be that hard to recreate. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Razorcane replied to Cepheus's topic in KSP1 Mod Releases
No, the mod has wheels. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Razorcane replied to NathanKell's topic in KSP1 Mod Releases
Most people would tell you to get Kerbal Joint Reinforcement, but I've been using it for a while and I see no difference. Your best bet is to use struts. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Razorcane replied to NathanKell's topic in KSP1 Mod Releases
It's Editor Extensions. And that's pretty good, Jack, but you should know that the stage 1 is roughly 42 meters long, so you'll need to close to triple it's size. -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
Razorcane replied to Ledenko's topic in KSP1 Mod Development
The SPS is from KW Rocketry, and I believe the service module is from NovaPunch. -
[DISCUSSION] RemoteTech 2 Lite development
Razorcane replied to Cilph's topic in KSP1 Mod Development
I don't really want to look through all 17 pages of posts to see if these things have been suggested, but I have a few suggestions to make things easier, and more realistic at the same time. First, data transmission back to Kerbin. I think requiring satellites be connected to Mission Control is kind of limited. In the real world, we have satellite dishes all over the world, relaying information to and from one another. I think it would help if, instead of requiring a network to be connected to KSC, that it just be connected to Kerbin. So, let's say I have a communications outpost on the North Pole. Well, satellites should be able to connect to that and transmit data, instead of forcing the outpost to connect to a satellite and bounce back to KSC. I think that would help a lot. Second, I don't like the way signals bounce. Instead of requiring a dish for every satellite you want to connect to(for areas where omnis won't reach), it would be much easier to use conic angles, which are already implemented, and use a frequency setting that allows all satellites sharing the same frequency to be able to connect to one another. So instead of having 3 dishes for satellites around Duna, Jool, and Eve, you can have one that connects them all together. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Razorcane replied to Starwaster's topic in KSP1 Mod Releases
Perhaps it's a mods' doing, but a few of my rockets have to accelerate to that fast before they drop their boosters, in order to ensure orbit insertion. The re-entry effects only appear right as I transition between the first and second layers of the atmosphere, and my speed is usually ~1000m/s.- 5,921 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Razorcane replied to Starwaster's topic in KSP1 Mod Releases
Nathan, did you ever figure out how to turn off re-entry effects when ascending into orbit? I remember a few weeks ago a lot of my vehicles were blowing up because they ascended through the atmosphere too fast.- 5,921 replies
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Razorcane replied to NathanKell's topic in KSP1 Mod Releases
Bobcat released those engines? What trickery is this! -
That's not how games work. No matter how much memory you add, 32-bit games can only use 4gb, because it only has single-precision floating points, and can only address 2^32 integers. 64-bit, however, uses double-precision floating points, and can address 2^64 integers. Games using older technology, like KSP, are only 32-bit. So 60gb of your RAM is useless in KSP.
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Thanks, that helped a lot. I was able to get the Saturn V into orbit, although I noticed that it's impossible to do it before reaching the apoapsis. I was already descending back to the planet when I finally got into a stable orbit of 192km/127km. I didn't try to go to the Mun though, because I really don't like that inclination.