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Everything posted by LMA
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I use Ferram Aerosopace and it got into orbit but the third of an entire station inside it was jumping about luckily I'm trained in WAAAGH Procedural fairings mod allows crappy aerodynamic payloads to slice through FAR air. Half the fuel was just for getting the reaction wheels into orbit See inter planetary living & science in orbit no scratchy:) Amazing what you can fit inside one Proc fairing.
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Thanks I use Drop Box for sharing synthesizer presets it's very easy and fast and it's what others prefair on the music forums. Drop Box is free upto 2GB space. Noticed a few others on here use it, its becoming more popular for file sharing. https://www.dropbox.com/
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
LMA replied to tobyb121's topic in KSP1 Mod Releases
This is amazing works like a telescope and makes stations look cooler. Thanks I made a mounting for it using Magic Smoke Industries mod this lets me mount it on the side of a station and move it around to look at anything without moving the station. -
With Procedural Fairings you can build proper kerbal rockets
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Yea no idea what was going on inside it but I'm amazed it didn't snap in half from the zig zagging to orbit. Using Ferram Aerospace mod it gives less air drag for the correct shape and worse drag for bad shapes so fairings are very important for big wonky sticky out payloads
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Just got Habitat in Orbit and tested my new SSTO Kerbal Bus ability to dock it I'm going to dock a Duna lander module to the front and a huge fuel tank and FTmN engine module to the rear and that's my interplanetary ship complete. Also has a lab and a mirror telescope Got it up there in one lump with this Thanks again for Habitat Mod
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It's fantastic you went the extra mile with the interior:)
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
LMA replied to Starwaster's topic in KSP1 Mod Releases
Deadly re-entry was burning up FTmN mod engines when climbing through the atmosphere at over 800ms but theirs a new version of FTmn that fixes this. It came out less than 24 hours ago. http://forum.kerbalspaceprogram.com/threads/26286-FTmN-Atomic-Rockets-More-v2-2 They were the only parts out of many mods that didn't play nice with the latest Deadly re-entry now it's all nice . Thanks for this mod.- 5,917 replies
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- reentry
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All works fine for me in 0.23 and with many 0.23 mods. So you're working on fuel tanks in cages can't wait. The mini me engine could be great for a lander going to go build one with it.
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1300ms 35Km FTmn engine is in perfect condition and the new flame is fantastic. Thanks for the fix I like tubes especially tube reverbs. Finally works SSTO taxi carries 2x crew 6x passengers and stealth so they can steal monster munch from others stations. Oh 8x turbo jets under the wings.
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I got my Space plane up above 20KM traveling at around 800ms and the largest FTMn engine had fire around the front of it where it connects to the back of the plane and I could hear destructive sounds then it blew to bits the rest of the plane was fine and kept going higher and faster with the KSP stock engines. Swopped it for the second largest FTMN engine and that one blew at 32Km up at 1000MS. For both engines it was not an overheat problem it's a problem with the air friction. I'm using Ferram aerospace mod. This is such a great mod solves a lot of problems from orbit - anywhere. Thanks
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Thanks for the info
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KSP 0.23 with Tac Life 0.7.0.3 Life monitor tab while on the launch pad is showing no info.
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Exciting addon wish I still did modelling and texturing I can't remember how to do it I'm into music and sound now. Hope this gets off the ground.
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This is a great mod. Any chance of a procedural heat shield to help with Deadly Reentry mod?
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
LMA replied to AncientGammoner's topic in KSP1 Mod Releases
Great mod solves lots of problems plus more creativity. Thanks! -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
LMA replied to yongedevil's topic in KSP1 Mod Releases
Love the greenhouse thanks wasn't expecting such a great detailed part -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
LMA replied to ferram4's topic in KSP1 Mod Releases
TWR was at around 2 at launch. Setting mj to start turn at 1km fixes my problem very smooth ride thanks for the help.- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
LMA replied to ferram4's topic in KSP1 Mod Releases
Just tried this mod on a simple rocket with just a fuel tank and engine, with mechjeb object under the nose cone. At 4Km Mechjeb 2.0.9 starts the turn then when it tries to point more up it does a backflip but then manages to regain control. Any Ideas what this is, is it normal?- 14,073 replies
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I really want this you could use Universe sandbox to place all the worlds side by side for size comparison. would be good if you could add TWR and aero braking notes to them.
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We could do with having someone make Kerbol system in Universe Sandbox and then we can study that for gravity comparisons I'm building a ship in orbit but I have no idea what TWR it should have for transfer to MUM orbit I'm going to get Engineer thanks.