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BahamutoD

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Everything posted by BahamutoD

  1. I'm so used to using FAR that I find it difficult to even make a simple SSTO in stock ksp... then again, I haven't tried in a while.
  2. Heres the craft file, however, the sabre engines from B9 don't work with .23 so I'm using the fixed cfgs from this post. You just put them in the appropriate folders in the B9 mod. I should also mention that I'm using the latest version of FAR and kerbal joint reinforcement.
  3. My little family of SSTO's. The little one is just a fun, fast, and nimble VTOL SSTO, the medium one can take small satellites to orbit, and the large one has a huge cargo bay and can take at least a full orange tank to orbit.
  4. Update 1/14/2014: Pizzaoverhead has released a mod that allows you to replace music in Kerbal Space Program. Some of you have asked if there's a way to replace in the intro music with this song. Now you can! http://forum.kerbalspaceprogram.com/threads/65726-0-23-Soundtrack-Editor At the moment, the mod requires sound files to be .ogg or .wav, so I am releasing a re-mastered version with an ogg file available. Remastered KSP Metal Intro Song: Dropbox MP3: kspthemeR.mp3 Dropbox OGG: kspthemeR.ogg
  5. Is "menuTheme" the designation for the intro music when KSP first loads up? People have requested to find a way to replace the intro music with my 'metal' version. I can point them to this mod if so! Edit: Yes it is. This is so cool! It'll bring a breath of fresh air to the game.
  6. In my opinion, integrated legs and engine mounts makes more sense because you might want to use different types of engines for different gravities or whatever, but theres no real reason to have different types of legs.
  7. Is that not normal? I have a pretty decent system with a 7200rpm drive, 660ti, and i5-3570k but this happens whenever I have a high part count ship. Its pretty annoying with the throttle noise cutting in and out..
  8. I finally did it without cheats! It took hours of painfully slow attempts... too many parts. I guess this is a good time to try out that part welding mod. Yes, perhaps. To be honest I don't know much about Star Trek ships. I guess this is still way smaller than the Enterprise.
  9. I made a galaxy class starship with B9, procedural fairings, and the warpdrive mod. It carries 76 kerbals and a shuttlecraft. Now I need to find a way to launch it into orbit...
  10. Thanks for the feedback. I hadn't thought about the thrust curve, I'll have to look into setting that up. As for the ULA pack, I can certainly help if they want me to.
  11. I'd like to share a post I made in addon development. (Atlas V parts meant for RO/RSS) http://forum.kerbalspaceprogram.com/threads/59701-Atlas-V-Parts-for-RO-RSS?p=804473#post804473
  12. (WIP) Atlas V Parts Meant for realism overhaul/real solar system. In an attempt to reenact the Curiosity mission in the Real Solar System mod for ksp, I decided to create the AtlasV-541 that lifted the MSL as realistically as I could. I made the models to scale and used the same mass, thrust, and ISP as the real parts, according to an online source. (http://www.spaceflight101.com/atlas-v-541.html). Currently included is the RD180 (twin engine main booster), and the SRBs. My texturing is sub-par, but these are pretty much placeholders until I decide that the parts are worthy of putting more effort into. The problem is that putting the amount of fuel into the stretchy tank to give it the same burn time as the real rocket makes it much taller than it should be, and it still doesn't get the right amount of dV. The first stage will only get to a suborbital trajectory after which the second stage (Centaur with an RL-10 producing around 100kn of thrust(not yet modelled)) will not make it to orbit in time, let alone Duna. I kept having to make giant, hideous monstrosities in RSS in order to get anything done (a mun landing, or an interplanetary trip), so I made these parts hoping that copying their specs from the real rockets would make them work realistically without having to spam boosters. Since that hasn't been accomplished I'm not sure what to do next. In any case, I am making these parts available for anyone to modify, improve, or make suggestions. The RD-180 is not a modular engine, but it is configured for LiquidFuel + LiquidOxygen which makes it only compatible with Modular Fuel Systems. Download v0.1 Album:
  13. How does his solution prevent you from interacting with players? It's just a small procedure you have to do, then you go back and join the server and continue as usual. Unless I am mistaken..
  14. I noticed that bug as well. I've seen it in rare occasions in other mod parts too but I have no idea what is causing it.. I'll see what I can do.
  15. Hmm, this doesn't seem to be working for me. I put the NeverUnload part on each stage of my reusable launch vehicle (Falcon9 style), and one on a grounded rover so I could watch the launch from the ground. Enable all of them. In the first scenario, I run the kOS script for launching then switch to the rover. The rocket wont launch because the stage command on the rocket's kOS is trying to stage the rover that I'm focused on. Okay, maybe not a NeverUnload problem, so I try letting it stage first, then switching to the rover. I watch the rocket fly but it still gets unloaded at 2.5km. Then I try watching from the rocket's perspective. Rocket launches, then decouples the first stage, and the first stage makes the burn to return to KSC (while still focused on the second stage), it stays alive well past the 2.5km mark, so I think its working well. Then something happens and the staging gets weird and the ship gets unloaded at about 20km distance. (All of this is inside the atmosphere).
  16. I've added a couple new parts: Hollow docking ring w/o fairing (only 1.25m at the moment), and the shielded sr docking port.
  17. Doh - I reinstalled ST and your patch and it didn't work but that wasn't the problem. I needed the new-new MFT v3. It all works now! Great work on everything.
  18. I'd like to add that I had the above issue on a ship that did not a subassembly. I think it was using a stretchy SRB though. The craft becomes un-editable after launching and reverting to VAB. Also, I'm trying to use StretchyTanks with MFT; I installed the patch from your sig and copied StretchyTanks_modularFuelTanks.cfg to the parts folder. Now the MFT window works but the available volume isn't scaling with the tank size. Am I missing something?
  19. It would be kinda cool if instead of it being locked to the craft, it points in the direction of your velocity, so you could see the craft tilting slightly.
  20. Not a drop in the bucket! I really appreciate all the comments! Makes me want to record more I did a little bit of work on the space background music. This is probably more heavy and dark. That space music is actually really dark stuff. https://soundcloud.com/bahamutod/kspspaceb1
  21. Darn, you beat me. I've been working on the same thing the last couple days. At the moment I'm about 800m/s dV away from being able to return. All fuel is used up by the time my lunar ascent module docks with the CM. Your craft seems to have about 9km/s more dV than mine though. I guess its time to beef it up even more. Imgur
  22. I'm uploading a (slightly) extended version that's about 2 minutes long. I took a few more liberties with it..
  23. The extending one I can do, but I don't know how to do a magnet type thing.. I haven't looked into plugin writing yet. How far do you think it should extend? 2 meters or so?
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