gunnyfreak
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Everything posted by gunnyfreak
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so I want to play RSS DRE without realism overhaul, do I need to change the heat shields in any way? What do I need to do?
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random science "quests"
gunnyfreak replied to gunnyfreak's topic in KSP1 Suggestions & Development Discussion
i c, thanks will have to keep up with theses from now -
random science "quests"
gunnyfreak replied to gunnyfreak's topic in KSP1 Suggestions & Development Discussion
where did you see that this is planned for .22-.29? is there a place squad posts these stuff? if so, can u link? -
random science "quests"
gunnyfreak replied to gunnyfreak's topic in KSP1 Suggestions & Development Discussion
oh, nice is there a place where we can see the plans? -
So I was wondering, why did the apollo program send so many landings to the moon? Why didn't they just explore everywhere at once? Why do we have so many spacelab missions and so many mars rovers? Because we don't know what to look for until the mission is planned, right? First the scientists think up something they want to find out, then the space guys send something up to find it. I hope this can be simulated in KSP basically, once in a while, there'll be a mission that says something like [observe mystery goo behavior over long periods in high kerbin orbit] and that will require a manned flight (observer) with a goo container in space high above kerbin for say 15 days. the data gained from that would then be much higher than just random data we collect from anywhere. These "quests" may repeat themselves from time to time, but mostly are randomly generated with region, equipment, manned/unmanned, duration, and whatever other variables there are In addition to encouraging multiple missions to otherwise the same area, this encourages long term installations in regions of interest such as the ISS, since the same equipment may be used multiple time in the same area
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
gunnyfreak replied to NathanKell's topic in KSP1 Mod Releases
2 things: 1, can joint reinforcement be added to the modlist? Seems like it's almost required for good rockets on RSS 2, will be working on installing all these on my own, but does anyone have all these pre-installed and configured and is willing to upload the gamedata folder? (remove squad ofc, since piracy n all) -
I'm interested... so far i just x20'd all of them, let's see your solution
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gunnyfreak replied to ferram4's topic in KSP1 Mod Releases
wow, I thought it's just myself until I saw scott manley's video today... and read the comments I just manual'ed it until I reach high atmos, will try scaling down deflection angle tonight (reducing isn't an option since the rocket already only has 3, having only 2 would be redundant...). I have already tried to turn deflection down to 10 though, maybe even less?- 14,073 replies
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- aerodynamics
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Now-defunct-thread-that-should-not-appear-in-google-search.
gunnyfreak replied to Cilph's topic in KSP1 Mod Releases
we had cone indicator lines? As in, things that show us how wide our cones are? Or just those orange lines between vessels? if the latter, they stay on the map for me, the former never showed up so I'm not even sure if they exist (guess I'm reading you wrong? idk) -
Modular Fuel System Continued v3.3 (OBSOLETE)
gunnyfreak replied to NathanKell's topic in KSP1 Mod Releases
is it possible to make this compatible with TAC life support? Just let them be resources that we can carry in any tank? -
Modular Fuel System Continued v3.3 (OBSOLETE)
gunnyfreak replied to NathanKell's topic in KSP1 Mod Releases
thanks one more question: for the F1 engine, what do you mean by RFRM mode? How do we configure that? -
so I just got the F1 engine... Anyone has an idea on how to mount 5 of that onto a saturn V style 10m fuel tank?
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Modular Fuel System Continued v3.3 (OBSOLETE)
gunnyfreak replied to NathanKell's topic in KSP1 Mod Releases
YESYESYESYESYESYESYESYESYESYESYES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! *clears throat sorry, excuse me wow... just wow.... love you guys XD EDIT: so that's why mj and ker have been so confused.... is there a display plugin that accounts for that? -
Modular Fuel System Continued v3.3 (OBSOLETE)
gunnyfreak replied to NathanKell's topic in KSP1 Mod Releases
got a little bug, so far confirmed with 2 KW engines if you get an engine, and configure it so it has a different thrust, then launch, it'll go back to the original thrust value EDIT: wait.... does the Isp now change thrust instead of fuel consumption? Is that what I'm seeing? if so: HOLY S***!!! I LOVE YOU!!! if not: eh well, hope the report helps.... -
maybe it's just me but I kinda don't want planets to get their real names we're still playing with lil green men here, and the planets/moons are hardly the same as our own (similar, but not the same)
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oh god... just went back to normal kerbin after this... couldn't do it plz keep up teh good work, sir, well done indeed looking forward to rescaled eve/duna/whatever else comes next
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running remote tech, setting up first probe around duna, interplanetary stage is arriving and preparing to aerobrake brain: better close up that satellite dish lest it burns up in atmos! self: great idea! It's our only way to communicate after all! *closes satellite dish self: huh.... wait..... instead of reloading I planned and launched a whole second mission to duna, at the NEXT launch window. Somethings are too stupid to F9 away...
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naw... at no point did I mean the build in shield (didn't even know it had a built in shield until now...) still, stock settings (25 heat multiplyer) with 2 stage reentry (bounce out, etc) works ok here
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pretty sure if you're going in at 25km pe you're dead... after they pointed out these things, I tried a couple of reentries at about 60+ Pe and some reentries that involves "bouncing" out of atmos and coming back all 1.25m pods with 2 parachutes and 1 heat shield, they survived just try a higher Pe I suppose stock settings, it's doable!
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ah i see... so I just suck then... thanks just for reference, what kind of speeds can the shield take? And what kind of temperature does it
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what's a good setting for real solar system? I got the heat at 20 right now and i still can't reenter a 1 man pod with heat shield
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
gunnyfreak replied to AncientGammoner's topic in KSP1 Mod Releases
regarding texture... How did proc fairing do it? They seem to have some sort of swappable textures for different sizes/lengths. Is that possible here? -
1,2) struts and fuel lines are gone when the thing its attached to stage off 4) it's just a place to put kerbals, not filled in the beginning and the kerbals in there don't actually do anything, they're just hitchhikers 5) no