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Thorenn

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Everything posted by Thorenn

  1. The Hab is nearly ready. For the Bexter i sarch more infos, bether pics and maby chematics/blueprints. The lander is nearly ready but i am not shure if it is autentic.
  2. insted of .dae use .blend for unity import.
  3. A new Radial Engine with gimbaling RCS an a gimbaling RCS-Ball are out for alpha testing first page...
  4. I will try something new with this pod, an old idea from me about IVA`s and EVA`s Maby if it works somme now sort of RCS (little chanc that it works). Sould i put a own engin on this or a stock ?
  5. @ Destroyer, i rebuild it for you tomorow @ DarthVader hm...tell me you the status
  6. Wip the Duna Habitat (Inflatable with Crew Hatch for up to 3 Kerbals)
  7. just for you Destroyer https://www.dropbox.com/s/olbspdj8v9oemvf/Duna%20Excursion%20Module%20Mini.rar
  8. DEM 2 is ready for testing first post.... advices/tipps/ideas for balancing (Fuel, wigth etc) are welcomme.
  9. Hi, Is there a Option to sey dependOnDecouplerState = True like dependOnEngineState = True ? Thx for the responses. Thorenn
  10. the new Hangar is nearly rdy https://sketchfab.com/show/d4493d34c35f45bab58b4e0c8e7a914c https://sketchfab.com/show/3501bb4d658c4bf880ec4648baeeee32 http://i.imgur.com/VAUOvUO.jpg http://i.imgur.com/gsZGU9C.jpg?1
  11. Awesom Nibb31 never thougt to design it in this way the solution with te chutes is genius. quote "Surely it has to dock with some sort of Duna Transfer Vessel to get back to Kerbin, " Thats my big mistake it can return solo to mutch Fuel (But it is the same sitze like the Stock Tank ant the Engines are lik te Stock lnv`s) I thougt 2 Heatshields 1 for Duna 1 for Kerbin. And the 2 Docking Nodes, offen i`m docked on a Tug and need to undock to refulel etc. (the chute in the .craft was only an idee ) The entire Thing is atm only a Demonstrator, i work on the 2`nd release. @ DarthVader you mean that thing ? locks neerly like Orion ? shur, with some time no Problem.
  12. Ahh but locks impressive. Awesome Work. Should i built a extra Heatshield ? atm. it`s a part of the descant stage. (Holds the Part count lower) My sidetanks are 8, stackable by 1 klick and selfdecoupling capable. It`s much simpler, but te entire original MEM is simply a complicated techno marvle First try of me with the Mod... Start at Kerbin , docking on a space tug, orbit Duna... Now the Dem... 1. Land on Duna all ok. Ful remained in the descant stage 5L one ramp/solarpenel of the hangar broken...hill to high on a side. 2. Ascent stage...all fine..sidetanks decouples nicly...oh...very mutch fuel unused... no return to the tug...try to return directly only with the ascent stage. wau..reaching Kerbin Orbit ascent stage decoupled 0 fuel. pod fule at 4,5 L vector for KSP reached. (my luck on the top node a chute, normaly not necessery) 3. reentring all fine 0 fuel but i hav a chute...chraslanded direkt on te VAB building pod destroyed...nodepoint to weak for the chute..all kerbs ded. survived a voyage from kerbin to duna and back, died on the last 500m.. Damn my English must be horrible.
  13. 1.5m or the entire mem will be over 4m. Bad triangle desingn but locks so dam sexy.
  14. Atm. the entire Module has 41 Parts, 18 are Engines (Stackable to be putt inside with 1 klick). The Downloadeble "Demostrator" is a bit tricky, brakes easy apat (Ascent Stage from the Landing Stage). Seek a flat landing site and don`t land to rugh (To big acceleration at launch from Kerbin with a Rocket is also dangerous) I hope the new version solves this Problems
  15. Middlestage reworked (Solar Panels and Ramps from the Big Hangar). Locks more "stockish" now. Problems with Solar Panels & Collider solved. (i Hope that i can post somme scatfab in a few houers) Scoutprobe ready. (Start from the DEM Hangar , decoupling & launch test todey) Next is the Landing Stage (Heatshield & Engines)
  16. @ Tommygun http://forum.kerbalspaceprogram.com/showthread.php/49433-DEM-Duna-Excursion-Module-%28Mod%29 Sorry for spoilering in your Thread BahamutoD WIP, i rework it atm. Ps. i try to solve the Thrust Problem
  17. Take a original Cfg from a Engine change name = HFD_Electrice_Engine, if that thing didn`t lifts of there must be an Unity error/mistake.
  18. putt this in your .cfg @ orc... (temporerly) it`s a pover generating module. MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 55 } }
  19. Wau Tiberion Honor for O.R.C and me that we hav your interrest thx (my horrible English, sorry) But if it flys with infinite fuel hack, it can be only a .cfg problem i think ? Recource conumption to high.
  20. to big elecrical consumption as i sey`d in my first post maby a isp of 42000 helps Thrust 1000 electrical consumption/s 50 no Energy Source = Engine Off
  21. Trie atmosphereCurve { key = 1 4200 key = 0 4200 } or atmosphereCurve { key = 0 4200 key = 1 4200 }
  22. Hi, PROPELLANT { name = ElectricCharge ratio = 50.0 } Is that not a bit mutch ? hav you built in a reactor to fill that amount of electricity ? A thrust of 1000 wit that drain of Energy .... hm....i think that`s te Problem.
  23. Ciau, Mai unu, dar nui ramin romin sunt neamt. Ma bucur ca macar 2-3 joaca KSP, e primul joc care ma laga atit timp. Sper ca scriu bine destul sa ma intelegeti salut la toi din tara in care sunt nascut
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