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Reddragon

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Everything posted by Reddragon

  1. Well for the 'Mainsail' the ISP parameters is 330 in vac. and 280 in atmo. I think the best of thrust would be around 1000-1100 with ISP of 345 vac. and 295 in atmo (if you want higher ISP). For the 1.25m one a 140-150kn would be good with an ISP of 370 in vac.
  2. Scott Manley and Danny2462 released their early 0.21 videos on July 19. 0.21 release was on july 24. We can always estimate but we'll never know exactly. 0.22 is kind of a big step maintaining quality is also important for the team. I think release will be still this week.
  3. I don't know if data could be returned we'll see about that after release but it is sure that it also can transfer the data. Science points will decrease scince it was mentioned that gathering in or over the same biome of a planet or area of SOI of a planet makes the collected data less valuable (as far as I remember good). But of course it still can't do research if you are on another mission tough i guess if science points doesn't decrease that much it's one easy way to do science in LKO with a crew on it for a long time. Anothe thing is when money kicks in carreer mode it will probably be the most cost effective way of researching because you only need a smaller ship to ferry crew to the station instead of doing more expensive Mun missions too early in the carreer.
  4. Scince the first video of patch 0.22 I was courious about the possibilities of useful roles of space stations with science units to collect data in LKO or even Mun orbit. I still don't know how long they could provide us science in high numbers but I think if a lab in space can send back data to KSC over time it can simulate the point of a space station quite well. Do you also have a plan to have your 'Skylab' in carreer mode as soon as possible?
  5. I bet there's going to be a mod which will 'unlock' science for sandbox or vice versa, adding all or at least most of the parts to the first node in tech tree in carreer mode scince it would be the easiest option I guess. If it will be able to be done via config editing Spaceport will be full of alternative tech tree nodes with even mod parts for them.
  6. Add a stock probe to your launch vehicle. than a decoupler on top of it and then atop that the MIR module.
  7. I was refering to the already existing Vostok mod from the other pack (which could be inappropriate, sorry for that) but you're right, there aren't any ejection options now. I still don't know how much 'coding' it will require to set up a costum campaign but with the existing Soviet Pack hardware from early soyuz through Moon race to MIR it would make a nice carreer. Soyuz could also collect science and probably also is able to transfer the data. Btw it would be awesome anyway playing with the pack a complete program.
  8. With a Sputnik replica and the Vostok addon with probably some stock parts in the tech system it's quite easy to set up a russian program in career mode.
  9. It's coming in about a week. We don't have to wait much. I kept an eye on KSPTV and so far I can say that Lunokhod with the white science data collector unit's parameters is going to be very good and finaly useful in the game. I read that parts so far only need config modification to be placed costumly by modders in the tech tree.
  10. I think PPTS is much more like Dragon scince it will be able to touch down with engines. It's a very useful and nice concept tough.
  11. Well it could be. But it is also a spacecraft for the same civilian space exploration purposes like the US shuttle. The MIG is a vehicle just for military purposes.
  12. Can anyone help me? After going to map mode and back to game I can't attach any of the parts anywhere. I press 'h' but nothing happens.
  13. Yes I use sruts everywhere. I even connect LOK to the fairings (why not?).
  14. Is tne node the largest from Block A to Block G only? Becouse ths first 3-4 stages are stable. Center of unstability seems to be the connection between Block V and Block G. Block G all the way to LOK is incredibly stable. But i'm just guessing.
  15. I think the gimbal range for Block A is way too much. 1 seems to be too high value for 7300 kn thrust. I could do a nice gravity turn with 0.1 so N1 was really stable that way but maybe it doesn't need to be that low either.
  16. Can you tell me the diameters of the parts of the SLS tank? I'd like to start working on the 'boeing mod'. The concept also contains a lunar space station which would be the base for the lander between missions but SLS Block 2 could take Orion and the lander on Apollo type missions as well. Anyway this is what I'd like to do:
  17. I really like the engine shrouds. Professional work I have to say (the entire rocket).
  18. Until Spaceport 2.0 these things will be with us. Sometimes addons won't start to download for me either but it's rare.
  19. You can download the mod from Kerbal Spaceport already. Bobcat posted it 2 pages ago. I'd suggest for everyone to don't use ASAS during Block A burning scince it is highly unstable. The rest works fine with ASAS on.
  20. My first launch of N1 was the most kerbalish one. When I jettisoned Block A i didn't pay attention for its rotation so it turned upside down when I fired the engine and made the second stage explode.
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