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KSP2 Release Notes
Everything posted by Nibb31
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Will this game always be for physics majors?
Nibb31 replied to GeoffMatheson's topic in KSP1 Discussion
First of all, it\'s alpha software, so a tutorial and a campaign are planned, but they will not be done before the main game mechanics are done. Secondly part of the fun is trial and error. The first challenge is to build a rocket that can get to orbit. You will crash a lot at first (just like most real life space programs), but you will start to get the hang of it. Once you get to orbit, try playing with the orbit, raising it, lowering, changing inclination, and practice reentering at the KSP. One of the secrets of this game is to stop looking at the rocket and to learn to use the navball and the orbital map. For most missions, I hardly ever look at the rocket except for landings and keeping an eye on the fuel guages. There is really no need for maths, you can pretty much do moon mission without even looking at the numbers, just by looking at the orbital map. -
Finally! I spent all day getting to it, but it was worth it. I think I deserve a beer It\'s the same size as the other ones.
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I\'ve detected one, but I\'m really having trouble pinpointing the location...
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
The LK had one main engine (the central nozzle) and one backup (with 2 chambers, the 2 nozzles on each side). If all went well, the 2 side nozzles didn\'t fire. The RCS thrusters were above the crew module in the upper segment, just below the docking plate. The LK didn\'t have a proper docking mechanism, just a contact plate with lots of little holes that the LOK (the modified Soyuz that served as a command module) could catch on to, a bit like velcro. This system saved weight as it didn\'t need any of the heavy docking equipment that was used on Soyuz. Then, the single cosmonaut transferred between the LK and the LOK by EVA. The landing legs part would have to be a conical decoupler (that would go from 1m to 0.75 if you follow Dragon\'s idea) with 7 holes in the bottom for the Blok E engine nozzles and deployable legs attached on the side. Plenty of work -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
If you want to do a landing engine, this is what the Blok E engine of the LK Lander looked like: It was used for both landing (the LK Lander used a Blok D module for most of the descent, and then dropped it and used the Blok E for the final descent) and takeoff. It left only the landing gear platform on the ground. There are lots of detailed pictures of the LK Lander here: http://www.astronautix.com/craft/lk.htm -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
Those shrouds look a bit weird... Can you make one that fits the 1.25m tanks ? -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
Actually, your tiny rendezvous engines are pretty good for landing. I especially like the radial ones. -
You\'re not 'developing' anything. Changing a .png and editing a .cfg file to insane values doesn\'t count as 'development'. Anyone can do it. You should keep this sort of stuff for your own personal use, unless it\'s useful for the community.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
And in the VAB. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
The RD-180 is a 2 chambered version of the RD-190. The RD-170 is the 4 chambered version (and the largest liquid engine ever built). The RD-170 (4 chambers) was first used in the Zenit booster (the 4 boosters on the Energia-Buran) After cancellation of Energia and the separation of Ukraine (where the Zenit is built), the Zenit booster became the Zenit 2 launcher (or Sea Launch) 1st stage. The 2nd stage of the Zenit-2 uses a single RD-120 (4 of which were used on the core stage of the Energia). The Angara project was launched mainly because Russia is reluctant to use a Ukrainian rocket for their military launches. -
Some pointers for you: First, a sentence that starts with question words, such as 'What', should end with a question mark. Second, 'pointers' is plural, so it should be 'here are some pointers'. Third, you only use a serial comma before 'and' or 'or' when you are enumerating a list of three or more items. English isn\'t my first language either. Best of luck in learning your first language.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
Beautiful engine! And once you have an RD-180, you\'ll be half way to having an RD-170 to make a Zenit And once you have a Zenit, you\'ll be half way to having an Energia -
Ariane 5 and other Projects under development
Nibb31 replied to tadeass's topic in KSP1 Mod Development
It looks a bit big when compared to the standard pod... The Ariane 5 is actually surprisingly small (There is a real-size mock up next to where I work). The SRBs should be 1m diameter (they are 3m in real life, and 1 to 3 is the standard size ration in KSP). The core is 5.46m in RL, so in KSP that should make it around 1.75m so that you can mix it with other part packs and still leaves room for a 1.5m payload. It would be a bit silly for an Ariane 5 to be as big as a Saturn V. I like mixing and matching my rocket parts, so I\'m afraid I won\'t use it if it\'s not the same scale. (And after 0.15 is released, you could put a Hermes on top !) -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
I use them a lot... However, I did retweak them a bit, mainly to rebalance the upper stage which had weird specs, but I also nearly doubled the thrust (and consumption) of the URM 1st stage (in RL, the RD-191 has twice the thrust of Soyuz RD-107/108). Now, I routinely use the Angara upper stage on my rebalanced Soyuz for the smaller payloads and Angara 5A for the heavier launches. I\'d love to see an Energia and Zenit now ! -
[0.17] Multiversal Mechatronics - Munolith Research Division - 1.3
Nibb31 replied to r4m0n's topic in KSP1 Mod Releases
There is no light on the short range device. That\'s part of the fun -
[v1.2.1] Noyuz Spacecraft - New panels available!
Nibb31 replied to Xemit's topic in KSP1 Mod Releases
I recommend using the Soyuz launcher from here: http://kerbalspaceprogram.com/forum/index.php?topic=4429.0 with the rebalanced cfg files from here: http://kerbalspaceprogram.com/forum/index.php?topic=4429.msg175879#msg175879 -
The hardest part will be timing your launch. In real life, Mars launches have a window of a couple of weeks only once every 2 years. Also, There isn\'t much point in building a mars ship now, because new planets aren\'t planned for until at least 2 more release cycles and there will be a pretty substantial parts overhaul (and probably a rebalancing effort) in 0.15 and 0.16.
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2 different things: - Rendez-vous - Docking Right now, you can rendez-vous manually using the multiple methods that are covered in the 'How To' section of the forum. It\'s not necessarily hard, but it can take quite a while. The MechJeb or RinComp plugins help, but it can be done without them. There will be no docking cam from Nova. Docking is not supported yet. You\'ll have to wait for 0.16 (if you prepaid for the game).
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Space Ark Kerbanautics [New Release: KubLab Modular!]
Nibb31 replied to Cymae's topic in KSP1 Mod Releases
The Mig-21 is still the primary jet fighter of the Romanian Air Force. -
[0.17] Multiversal Mechatronics - Munolith Research Division - 1.3
Nibb31 replied to r4m0n's topic in KSP1 Mod Releases
There is very little chance of that ever happening. The Mun has an area of 125 663 706 143 m², and you need to be at less than 2 000 m from the Munolith to vaguely see it as a black pixel. Chances are that even if you did land nearby by chance, you wouldn\'t even notice it unless you were less than a few hundred meters away. -
You should be able to see them firing. Also 'left' and 'right' depends on where your camera is.
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New version ejection force
Nibb31 replied to Knyght's topic in KSP1 Gameplay Questions and Tutorials
I haven\'t got time to experiment right now, but maybe it relates to the mass of the SRBs. A 1 ton SRB might need much more ejectionforce than an empty SRB that is 0.1 ton. -
If it\'s just a cfg edit, I really don\'t see the point. Anyone can go in and change fuel = 200 to fuel = 20000.
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Yes, with the MechJeb plugin.