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Themorris

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Everything posted by Themorris

  1. Check out the FASA mod, frizzank added MIRV warheads... http://forum.kerbalspaceprogram.com/showthread.php/24867-21-FASAGemini-and-Mercury-Aug-26-2-0-New-Pod-Update!
  2. Yeah, I would definitly appreciate that, too. I've experimented a bit with particle systems, but you can't import them into ksp right now, the support isn't added.(I think) It'd be great is this could be archieved somehow. I don't know, how romfarer did the explosions with his guided missiles. What is the size of your Titan II with warhead? I might do something:)(maybe a silo in which it perfectly fits in?) cheers Themorris
  3. When the R-36M is finished, I'll take a look at the third stage of the Dnepr, I have some nice pictures of the fairings. Right now, I've finished the only the normalmaps of the main engine, the fueltank and the kickstage. Also I could see, that the Dnepr jettisons some rings on start. I think I'll add them, too, so I can attach struts between them. This would prevent the rocket from whobbling on the launch. I don't think that I get much work done on the weekend, but It's a slow but sure progress. Cheers Themorris
  4. Yes, I think a R-36M without warhead is already a Dnepr... I don't know, what else makes the difference. I can take my R-36M and put a sattelite on the top instead of the warhead. cheers, Themorris
  5. This was ment to be a joke... I also don't need it, normally. But I also can't calculate the airdrag on reentry, so my impact isn't that precise. So I activate the landing autopilot, when I'm in space. Then it corrects my course so the airdrag calculation is included, after that I switch it of again. greetings Themorris
  6. Guess I have to hurry with my bigger silo, now? Also my kermunist R-36M is close to be finished... How about adding a ICBM test range which you can shoot at? On the other side of kerbin? cheers Themorris
  7. Hi, I've been reworking the normalmaps, so kickstage-firststage tank is finished(the old ones looked crappy): I dont know, how long it takes to finish all of the textures, but I'm working on it cheers Themorris EDIT: @DarthTrololo I'm at school right know(having a lot of free time), but the files are at home, so I will upload them as soon as I get home, so you can "unzip" (forgive phun).
  8. Can't you open .rar? Ok, then I'm uploading the zip version. Also I'm waiting for my Spaceport accout to work. Cheers Themorris
  9. I know that there are more people out there who won't use mechjeb, so I will upload a version without. The part, that is using mechjeb is ss18_reentry_vehicle_guidance. cheers Themorris
  10. So for which phase am I noted? Just so I can prepare a bit.
  11. nuff said... It's not textured and balanced, but so you can test it and give me feedback. But I think until the weekend it's finished. You can get it here: http://forum.kerbalspaceprogram.com/showthread.php/47156-WIP-ICBM-Pack?highlight=icbm+pack Cheers Themorris
  12. It's done... The whole thing is imported and WORKING! Now comes texturing and balancing. I think I publish the untextured parts with a craft file, so you can test it and report me bugs(if there are some) You'll find it in the OP Cheers Themorris
  13. The R-36M is way to big for the old silo... The old one was, as I said, just for testing if a silo could be realized. As soon as I have finished the R-36M, I'll make a new silo, located next to KSC 2. It'll be bigger (I think 6m by diameter and 40m deep), because the R-36M is itself 3m by diameter and 37m high. It'll be in soviet style. I've also found a way to hit a target anywhere at kerbin with the precision of 200m. This can be archieved through using mechjeb2. 1.set a target for landing on the map 2.launch to 15km without gravity turn 3.start landing procedure, until the landing prediction is right at the target(because airdrag is included in the calculation) 4.abort the landing 5.smartass -> orientation prograde 6.wait until missile hits target Right now I'm experiencing some problems with the missile beeing whobbly. Locked Joints aren't implemented yet, and for now, I havent solved this problem. The modeling is done, and right now I'm implementing the warhead and the service stage into the pack. Cheers Themorris
  14. Just finished texturing the main fueltank: The first two stage are working so far, but I think I have to do it with a single warhead, the other ones are useless as long as you can't control all at the same time.
  15. Just finished texturing the main fueltank: The first two stage are working so far, but I think I have to do it with a single warhead, the other ones are useless as long as you can't control all at the same time.
  16. I thought of the Minuteman III. After that, I think I will do some older mrbm's or icbms, like the thor or the redstone rocket. Cheers Themorris
  17. I also wanted to apply for future city... Still some free plots? greetings Themorris EDIT: Sorry, I'm dumb... entering the dev thread EDIT AGAIN: I'm even more dumb, THIS IS the dev thread So, again I want to apply for future city. Sorry for the madness above...
  18. Would it be possible, to make them available as internal props? So, that the values are konverted into animation keyframes? I'd love to see them as 3D-props in an internal. greetings Themorris
  19. @Dragon01 You wouldn't believe me if I told you what I found... http://snebulos.mit.edu/projects/reference/launch_vehicles/DNEPR/Dnepr_User_Guide.pdf very detailed... greetings Themorris
  20. I created a structure like this: -fueltank -mainengine -sideengine(of the kickstage) -decoupler -kickstage The kickstage has very less solid fuel, but it's is very strong, so it fires a short impulse and kicks the rocket out of the (hopefully then created) silo. It has a strong decoupler, which throws the kickstage a bit downwards while the sideengine fires. The sideengine is a seperate engine, which is placed on the side of the kickstage. Then the main engine ignites. You should not give full thrust, until the kickstage has flown away, because otherwise, the main engine will push the kickstage back into the silo. ...and that's it. Right now I'm experiencing some weird problems with the engine of the second stage... The damn thing won't fire downwards, only to the side, no matter how I turn the empty... If someone has some good advise, let me hear it. greetings Themorris EDIT: I'm making progress... The engine problem is solved. I had confused the thustTransform and the empty name. It's not far away anymore
  21. Hi, I've startet working on the starting procedure of the R-36M. It's now like the real one. It gets pushed up, fires the kickstage away and ignites the main engine. Here are some pictures: I've also fixed the inverted controls of the engine. Textures are coming as soon as I got the whole missile imported and working. greetings Themorris
  22. Hi, I've startet working on the starting procedure of the R-36M. It's now like the real one. It gets pushed up, fires the kickstage away and ignites the main engine. Here are some pictures: I've also fixed the inverted controls of the engine. Textures are coming as soon as I got the whole missile imported and working. greetings Themorris
  23. I think, this might be useful to create an ICBM script: http://forum.kerbalspaceprogram.com/showthread.php/47399-kOS-Scriptable-Autopilot-System-0-2 I will play around with it. If I can create a script, that hits coordinates, I will share it. greetings Themorris
  24. I had this bug only once, when my rocket was to big for the silo, collided with it and gotkicked into space... after that I couldn't select any building anymore. But if you launch the rocket normally, this shouldn't happen... greetings, Themorris
  25. Right now, I'm experiencing a bit of problems with the first stage... The R-36M has a kickstage, which(in the real world) makes it jump out of the silo, before the main engine ignites(this is to protect the silo from the heat). After that, the kickstage is jettisoned and fired aside by some small engines. Then, the main engine ignites. The problem is, that I don't know, how to add a delay before the side-engine ignites, which has to fire the kickstage aside, because it's already jettisoned, so it's no longer controlable. Also, the controls of the engine seem to be inverted, which is a bit weird, because i'm only experiencing this with my own fueltank. If someone knows, how to solve one of the problems, I would be thankful. greetings, Themorris
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