Crashonaut
Members-
Posts
34 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Crashonaut
-
Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1]
Crashonaut replied to Safarte's topic in KSP2 Mod Releases
I'm also having this same problem when exiting Minus SOI, they just disappear on me.- 127 replies
-
- Parts
- life-support
-
(and 1 more)
Tagged with:
-
Great, missed this mod. Thanks a lot!!!
-
Most non-hypergolic engines have a limited amount of ignitions, typically based on how much 'starter fluid' (TEA-TEB), other starting methods are normally used on the launch pad, pyrotechnic or electrical. Upper stage engines, with multiple restarts, have a limit due to either starter fluid, or power, ullage propellant or a series of other factors. only hypergolics have an extremely high restart count. The ISS, Space Shuttle, or other space craft use hypergolics for RCS, orbital maneuvering systems, including the altitude control systems of the ISS.
-
would you know if the solar panel problem is still around. I just launched a ship with solar panels, and they tell me that they are blocked by the sun?
-
Yeah, that's what I figured out last night. (Sighing) oh well my galactic tales will have to wait
-
thanks, i hope you can find a fix, it really sucks having to keep an eye out on all of my com arrays
-
question, I don't know if this is due to Galactic Neighborhood or Kopernicus, but I can a com array set up, but every time i load my saved file the orbits change to the point that after three or four loads the orbits shift by +/- 100 km. Is it just me that has this problem, and does anyone know how to fix it? Edit: I found the answer in the Kopernicus thread so ignore, but man is it annoying
-
KSP Interstellar Extended Continued Development Thread
Crashonaut replied to FreeThinker's topic in KSP1 Mod Development
Good point @FreeThinker , just random ideas for nuclear containment. it wouldn't be a problem if the reactor is far from the inhabited part of the ship and there is some kind of radiation shield for the rest of the ship. I would also think that refueling would be problematic since if you use steel it easily gets irradiated, i don't know about aluminum, but steel is preferred since it does a better job with radiation containment. and irradiated steel would wreak havoc on electronics -
KSP Interstellar Extended Continued Development Thread
Crashonaut replied to FreeThinker's topic in KSP1 Mod Development
this is a nuclear waste storage tank, might be a good start unactivated nuclear fuel requires minimal shielding (often in the for of U-238) depending on the fuel type. once it has been used then you need something like the above, or a container made of steel and some kind of radiation absorber, on earth concrete is used, but very impractical for space this is a nuclear waste storage tank, might be a goods used, but very impractical for space -
Karbonite/Real Fuels Integration Configs [1/18/15]
Crashonaut replied to Raptor831's topic in KSP1 Mod Releases
parts of it work, i'm still trying to figure out why some of the distillers will only work with the first output not the other ones, and why some appear in the VAB but when you launch they revert to normal. Edit: After some figuring out, the BSP 2's only work if they are 'hard coded' into the Original Karbonite files, I don't know enough to figure out why the modulemanager file doesn't seem to replace them when a ship is loaded -
Karbonite/Real Fuels Integration Configs [1/18/15]
Crashonaut replied to Raptor831's topic in KSP1 Mod Releases
would anyone know how to adapt this for the new updates? -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Crashonaut replied to Felger's topic in KSP1 Mod Releases
great thxs -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Crashonaut replied to Felger's topic in KSP1 Mod Releases
are there configs for the novapunch engines? -
assembly in orbit. My ports are always lined up with my CoM and CoT, i'll try with the Sr.s but usually my acc doesn't go over 1 m/s2 and it still flexes and breaks. anyway thanks
-
I've been trying to build a multi part interplanetary ship, yet I can't seem to make it strong enough. when I start a burn it breaks apart at the docking ports. how can I make it stronger?
-
Nuclear S
-
... drive me insane before it comes out today
-
MR Aerospace [New Engines and Fuel types]
Crashonaut replied to MrROFLWafflez's topic in KSP1 Mod Development
Any possibility to see what you have? -
[WIP] Nert's Dev Thread - Current: various updates
Crashonaut replied to Nertea's topic in KSP1 Mod Development
looks great. Please release as soon as possible. -
Playing KSP the hard way (abyssal lurker)
Crashonaut replied to MalfunctionM1Ke's topic in KSP1 Discussion
I agree. can we get a tutorial to learn how to do this. Even though I think my feet might be a tad to big for my keyboard to do something like this. But again, congratulation -
Welcome! Of course I would trust someone to strap a fuel tank with an engine under my chair and send me to space. Plus I'm sure all rocket scientists studied using Youtube
-
I would also say interplanetary travel, and then landing.