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KSP2 Release Notes
Everything posted by Nibb31
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Any addons that are not prefixed with [PLUGIN 14.x] will work on the demo. In other words, the demo supports all the addons, except those that use plugins.
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That\'s not a docking, it\'s a berthing. http://en.wikipedia.org/wiki/Spacecraft_docking_and_berthing_mechanisms But it\'s way cool
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Challenge: fly the Mercury and Gemini flights
Nibb31 replied to fstieglitz's topic in KSP1 Challenges & Mission ideas
I usually do the equivalent of a Mercury and Gemini program for each of my new rockets before taking them for a spin in an Apollo 8 run and attempting a landing. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Nibb31 replied to Xemit's topic in KSP1 Mod Releases
Ok, two things were happening... Yes, they were colliding with the Kosmos RCS tanks that I added to the side of my Soyuz, and also the name of the part in the cfg seems to conflict with the original panels that I hadn\'t deleted. So for some reason, I put your panels on in the VAB, but the ship launched with the original panels, placed like the old ones. I suggest you change the name in the cfg files. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Nibb31 replied to Xemit's topic in KSP1 Mod Releases
Awesome... Now that I can launch it with the Soyuz rocket, this is just what it needed to be perfect ETA: Oops! Your panels broke my Noyuz ! Not working They looked ok in the VAB, but after launch, they were inverted towards the inside of the ship, and one was higher than the other. -
I really love this pack, but I hated that you couldn\'t mix and match it with other addon parts because of the thrust and mass values. So I have made a set of rebalanced .cfg files that I am posting with Deusoverkill\'s permission. These cfgs are balanced so that the Soyuz rocket can now launch a Noyuz spacecraft into Kerbin orbit. If you want to send something to the moon, you\'ll need to use a more powerful upper stage, like the Angara 1.25m from the Kosmos pack. Burn durations for each stage are similar (in Kerbal scale) to the real durations on a Soyuz launch, and the actual thrust, mass and consumption ratios are closer to usual KSP standards, which allows you to mix the Soyuz parts with other addons. Download it here: http://dl.dropbox.com/u/20340764/Soyuz%20Rebalanced.zip There is also a ready-built Soyuz U.craft in the pack to use with the Noyuz. Enjoy
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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
I love this pack! I even modified the old Noyuz to mix and match it with Kosmos: Now, all we need is an LK Lander mod. Any plans for something like that? -
Actually, it\'s a modified Noyuz mixed with the Kosmos pack, just for my own fun
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My deorbit mission was a bit of a failure. I managed to land the deorbit engine on the Munlet and erect it on its little legs: But i underestimated the delta-v required to deorbit something as heavy as the munlet and ran out of propellant. Unfortunately, my Soyuz, which carried the deorbit engine to the Munlet, ran out of propellant too. Now where did I put those cyanide pills?
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I was able to land on the Munlet, or more exactly 'gently stick' to it. On my next mission, I\'m going to try to deorbit it. However, I hardly feel any pull when I approach the Asteroid and when I touched it (very gently) my ship exploded.
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One thing I have trouble with is getting an optimized trajectory to return from the Munar. Basically, what I want is to burn from Munar orbit so that when I enter Kernin\'s SOI, my Periapsis reenters Kerbin or at least put\'s me in something like a 200km orbit. I\'ve tried firing from above the Mun\'s prograde point (there must be a term in orbital physics for that) or at the point where Kerbin rises over the horizon or straight to Kerbin. I\'ve tried burning into high or low Munar orbits. Most of the time I end up in something like a 2Mx8M orbit, which requires a costly burn to lower the periapsis for reentry. There must be a better way!
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[v1.2.1] Noyuz Spacecraft - New panels available!
Nibb31 replied to Xemit's topic in KSP1 Mod Releases
Just put them in the staging sequence where you want them to them to unfold. -
Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Nibb31 replied to RedSpar's topic in KSP1 Mod Releases
It looks like the project might have been abandoned. It is very hard to do a well-balanced horizontal VTOL with 2nd engine mode for propulsion without using plugins, so maybe RedSpar just got fed up with it. The design really needs a plugin to balance the 4 vertical jets and to control the main engine separately. -
How to see objects farther than 100km
Nibb31 replied to douglasg14b's topic in KSP1 Gameplay Questions and Tutorials
You can\'t. You need to use the orbital map. Orbital always applies. You never go in a straight line in space. An escape trajectory is still an orbit and follows a curve, even though it seems straight. Accelerating or decelerating will raise or lower your orbit, which in the case of an escape trajectory will seem like you deviate left or right on the orbital plane. You cannot 'catch up' with an object by thrusting towards it. The way to catch up with an object is to lower your orbit in order to cover a shorter distance by cutting the curve. If you accelerate faster than the object, your orbit will go much higher and you will miss it. The trick to catching up with an object is usually to go slower, which will lower your orbit and you will catch up because you will have a smaller distance to cover. This isn\'t really applicable to an escape orbit. I\'d say that catching up with an object on an escape orbit is pretty much impossible. You would need some very advanced calculations with multiple burns to create a trajectory that will intercept the target orbit exactly where the target object is. -
I guess you\'re looking for NovaSilsko\'s BACE set, though I think he\'s taken down the original set that contained the nuclear reactor.
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[Plugin,Parts] 14.3 Katerpillar-Wheels V0.3
Nibb31 replied to drewmacrae's topic in KSP1 Mod Releases
Plugin parts do not work on the demo version (0.13.x). You need the paid version (0.14.x) to use them. -
What I\'m saying is, does the game support drawing orbits around 'ships' ? I gave it a try, rendez-vous\'d with the asteroid, but it disappeared as soon as I touched it. I couldn\'t feel much gravity, but it was probably too small to have much of an effect.
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The most efficient way to raise your orbit, if you are heading straight into a collision course with the Mun, is to burn radially, ie: point your craft opposite to the the central point of your orbital ellipse. This comes with a pretty hefty fuel penalty, which is why it is much better to have a nice periapsis as you enter the Mun\'s influence. I usually fire my TLI burn from Kerbin orbit: - At the moment the Mun rises over Kerbin\'s - Aiming for a 10.4 Mm apoapsis, which is slightly short, but usually attracts you into a nice 50 to 200km periapsis around the Mun.
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Can you orbit them ?
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Space Ark Kerbanautics [New Release: KubLab Modular!]
Nibb31 replied to Cymae's topic in KSP1 Mod Releases
That ARCA plane is a silly design. I can\'t believe any real engineers thought that up! Why do you need a stealth airframe design (stolen from the F23)? If you are planning for high altitude, it is more efficient to go for U2 wings. And why the SpaceShipOne portholes instead of a real cockpit? This is not a criticism of your work, but the Romanian space agency\'s design looks like it was designed to look cool, by ripping off two designs that look cool, with no regard for function. Do they really believe that a sea-launched supersonic stealth carrier aircraft is easier to develop than a conventional 1st stage rocket? Any armchair rocket scientist could also tell that their previous solar-balloon-launched-pendular-rocket design was also bound to prompt failure: http://youtu.be/4qVuVix5kCE -
Finally! These are great! A couple of small requests though: Can we set the initial state in the configuration box? (it\'s usually better to launch with everything neatly folded up inside a fairing) Can we have smaller hinges (so that they fit in a 2m fairing when folded up?) Can the hinges be set to a full 90° angle? (so that when folded, the arms are parallel to the rocket and don\'t stick out at a 70° angle)
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0.15 Easter eggs? (Obviously possible spoilers inside)
Nibb31 replied to zombiphylax's topic in KSP1 Discussion
Using someone else\'s screenshots is cheating. : Seriously, it\'s impossible to find them 'by chance'. The Mun\'s surface is vast, and you will only start seeing a tiny black dot at a distance under 2km. The average crater is 20 or 30km wide, so even if you land right in the middle of the correct crater, you won\'t know if the Munolith is there. As for the other Munoliths, even if you\'re close, chances are they will be hidden by the terrain. It\'s pretty much impossible to find the Munoliths without the Muon detector plugin. -
0.15 Easter eggs? (Obviously possible spoilers inside)
Nibb31 replied to zombiphylax's topic in KSP1 Discussion
These are the names I\'ve given them (hints inside): - The Silisko Crater Anomaly. - The Northern Ridge Anomaly. - The South Pole Pit Anomaly. Really, you have to be less that 1 or 2 kms from them to start seeing them and the average craters are 20km across. You have next to no chance of finding them by luck if you don\'t use the Muon Detector plugin.