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Everything posted by Deathsoul097
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[0.22.X] BobCat ind. Historical spacecraft thread
Deathsoul097 replied to BobCat's topic in KSP1 Mod Releases
It can't. To quote bobcat: "Remove cargo door Put cargo in cargo bay Put door back i think this no hard" -
When do you start your gravity turn
Deathsoul097 replied to PetahSchwetah's topic in KSP1 Gameplay Questions and Tutorials
I generally go for 7K start, and at least 400m/s and at 45* by ~20K. Works pretty well for me. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Deathsoul097 replied to helldiver's topic in KSP1 Mod Releases
And back goes the release date by another week. -
Eve Free Return?
Deathsoul097 replied to Deathsoul097's topic in KSP1 Gameplay Questions and Tutorials
Well, it shouldn't be much in the way of gravity assists, as I just want to do a close pass by eve and then burn to intercept kerbin. I want to do it in such a way that I will get the maximum benefit, and use the least DV. I know that the Olex calculator will give me transfer windows and DV for an ejecion burn, but it won't do hyperbolic orbits, or give me a transfer that will go from eve to kerbin (or kerbin to eve) that isn't in an associated transfer window. -
Hi, I want to run a mission past eve, as a manned flyby. Does anyone have an idea of the timeframe and DV requirements of such a mission? I believe 220+ days is probably way too long, but does anyone know for sure? My craft currently has about 222 days worth of LS, and just under 8K DV. Is this possible with what I have, or do I need a redesign? (This is not a question about a mod, this is a question about the stock game. I am simply limiting myself with a mod.)
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ATV Lookalike or Workalike Parts?
Deathsoul097 replied to Deathsoul097's topic in KSP1 Mods Discussions
Okay, thanks. Ill have a look. -
Air and Food. Each pod or livable part would have at least a days worth of both for the amout of kerbals it supports, excluding the hitchhiker, which should be able support 4 kerbals for a week. I like TAC, and have been using it in my most recent career, but it just seems very complex for what it does, and all of the resources are consumed and produced at the same rate, so there isnt much point to having all of them, other than pure realism. Although I kind of like that I have to send up an ATV evry so often to bring up food and remove the waste products, I don't think that realism in this way is something for stock, though we may want waste versions of both food and air. To me, stock should be a more simplistic version of this kind of thing. Realism can be left to the community of amazing modders.
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Too bad you didn't use Ledenko's Pod. It's a really good apollo replica, ad would have fit your rocket perfectly.
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ATV Lookalike or Workalike Parts?
Deathsoul097 replied to Deathsoul097's topic in KSP1 Mods Discussions
Okay. What size is it, and is the node on the top able to reasonably fit 1.25m docking node? -
How about it creates it's own resource (Say, AcroSmoke?), and then uses it at the same rate as it creates it, or uses it really slowly, and you have limited smoke. Then you have the thrust transform inside the colision mesh (Which stops any thrust actually being created, thanks to the way unity works.), and voila, you have a smoke part. Making the smoke will be easy, unless you want it to be coloured, in which case you will have to make your own FX and learn to use the new FX system, at which point it becomes very hard.
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Hi there. Your probably wondering why I gathered you here. (The smarter of you will have read the title and already know.) Basically, does anyone know of any ATV parts? They don't have to be up to date, or for that purpose, I just want some parts that look like an ATV. (I can put in all of the modules myself, so It just has to look like one.) Why you ask? Because AEIS Aerospace as the most perfect solar panels, and I want a relica-ish ATV for my orbital construction and resupplying space stations in the future. (I started a new career using TAC-LS.) It doesnt have to look lke the one used for the ISS, just something along the lines of an automated resupply vehicle. Any Ideas? (Thanks.)
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[0.90] Kerbin Shuttle Orbiter System v4.13
Deathsoul097 replied to helldiver's topic in KSP1 Mod Releases
*Sees update for phase 2. Stares in disbelief. Picks up jaw.* O.M.G. Wow. That. Is. Awesome! Even if I don't use the shuttle, this mod is going to be installed and used for EVERYTHING! EDIT: Helldiver, would it be possible to turn the triple engines into a single, new part? (As in, there would be the current part, along with a triple version.) I like this stuff, but my machine is fairly low end. Every part counts! I can't remember, but if it is or you can't, correct me. Also, could this be done for the OME too? -
Spaceport (kerbalspaceport.com) to sell mods?
Deathsoul097 replied to Kruleworld's topic in Kerbal Network
No. Spaceport is based on a site that is meant for selling stuff, not free downloads. That button pops up every so often because of a bug. Spaceport is for free distribution of mods, and that won't change, the Devs have said so. Also, next time, please look up your topic, there has been a million threads about this in the past, and usually your questions can be answered by looking at older threads. -
Stealthy Super Hornets in the pipeline?
Deathsoul097 replied to MaverickSawyer's topic in Science & Spaceflight
Um, yeah there is a very lucrative reason to fix it: Money. More than anything, these contractors and developers are businesses, and if they make their plane out to be more effective than the competitor or a previous model, then more military forces and countries will by their design. Greed is one of the most potent driving forces in the world. You kind of already stated this, but your lack of grammar and punctuation made it a bit hard to make out. Sorry. -
Early flights will be completely unsteer-able, unless you plan on using about 4 different LF engines and manually throttling them using tweakables, and RCS and thrusters are really far down the tree. I haven't done it myself, but good luck if you do, and I for one want to see how this turns out.
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There is also a couple of Saturn V (Like Lovad's WorldSpace) mods floating around, along with DennyTX's LEM, and Ledenko's Apollo-like Command Pod. KW also includes a very Apollo-esque SPS engine like the one on the Apollo CSM, and Frizzank is also in the process of creating the Saturn 1B, J-2, H-1, and S-IVB.
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An Eve land and return.. with FAR.
Deathsoul097 replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
AW HEEEAAALLL NAW! Right there. I am going to stop you right there. Do NOT tell other people how to play the game. I play with FAR on some installs, but I don't have DRE. I have ZERO problems, and I find it fun. So just, just no! Don't even go there. Anyway, to the OP, You should be able to manage it on a lot less than 12Km/s DV. You should be able to manage it with 8Km/s, maybe a bit more. Try doing radial staging, it should be lighter, and you could just get the whole thing to orbit as an SSTO, then refuel it and send it to Eve. As for aerodynamics, you would probably be best to put a kerbal inside a small fairing, that way he will be protected. Other than that, Spam All the Nosecones! -
The old one got a lot of bad rep and a few people were a bit ranty over the idea of hyperium. We believed that that might affect how other people saw us and our work, so we have made a new one. I am not sure if EsvDefcon has asked already, but if a mod reads this, can they close the old one? Also, I understand that It says ISRU in the title, however this currently isn't available as we are still flehing out many of the parts and the system itself.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Deathsoul097 replied to NathanKell's topic in KSP1 Mod Releases
IIRC, kind of. It can set a specific max range for each axis that the engine will gimbal on, so certain engines from SSE (for instance) will have a large pitch vector, but a mediocre roll and yaw control. You can change the mode between precise movement and smooth movement as a tweakable, along with gimbal range, but you can't tweak the gimbal ranges in-game. Currently however, I believe that all of the engines in the SFJB Real Engines have Roll, Pitch and Yaw set to the same values as eachother for a single engine. So basically: Gimbal Range: Not tweakable, but much more controllable and more easily configurable. Gimbal Speed: Tweakable. Gimbal Movement: Tweakeable. Roll Control: It has it, and it's tweakable. -
Lol, You don't say! That thing can almost carry two fully fuelled Saturn Vs to orbit. Also, thanks for choosing my suggestion. (If you want an explanation, I came up with it because I have been watching an anime recently called Attack on Titan/Shingeki no Kyojin. In some of the Translations for the sub however, it gets turned into The Eotena Onslaught, which does and doesn't make sense at the same time. I DO NOT recommend anyone watch it if they are even a tiny bit squeamish, there is some pretty gruesome stuff in it. If you look it up, be warned.)
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Drag and part shape: Thanks for the help!
Deathsoul097 replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
Problem with that is if you add a bunch of nosecones just spammed around on everything then fly, because of the way the game works, the faster you go, it would add more drag, but it would be negative so you would go even faster. At least, that's how I understand it. Anyway, don't skip out on the nosecones, they actually DO reduce drag in 0.23, albeit a lot less than they should. -
Let me guess... Hmm, what can you do with a 5000T to Orbit Launcher? Land on and return from the surface of Pluto? Maybe swing by and land Charon, Saturn, Titan, Enceladus, Europa, and Mars on the way back? De-orbit Deimos and Phobos? Try to smash Earth with Ceres? Hell, you could probably reach Alpha Centauri within a reasonable timeframe with that beast. Seriously though, what did you call it, and what in the hell needs a 5 KiloTon to orbit launcher!?