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Everything posted by Deathsoul097
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Uhh is this normal?
Deathsoul097 replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
You shouldn't have those folders there by default then. KAP/Parts is always empty, stock. Only modded parts that require those legacy folders to work would be there, unless you installed a mod wrong. Have you put any mods on this version? -
Uhh is this normal?
Deathsoul097 replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
No. Very "Not Normal". I'd say you miss-installed a mod, or you modded some parts and put them in the legacy folders, and are looking in there instead. Are you in gamedata/squad/parts, or are you in ksp/parts? -
Would we be able to send man to mars soon? Or is it impossible?
Deathsoul097 replied to ThatKerbal's topic in The Lounge
Look at the post above yours, and see what it links too... -
Yay! An RSS scale Saturn V! I was literally just trying to make one of these with Stretchytanks, and it practically destroyed my CPU. I wasn't even full scale, it was only about 1600 tonnes. EDIT: Wait a second. Is it compatible with real fuels? Kerosene first stage, LH2/LOX second and third?
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Lol, that last pic is just like "Yay! Fireworks!" to me.
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Thank you! That picture of the pod is my attempt at texturing it, and compared to the work that S3416130 makes, it looks pretty bad. I will try to release the updated (And many thousands of times better) pod as soon as the texture is ready. After that it is a case of texturing the rocket parts, setting up the CFGs, and releasing them as well. Here is a little snippet of something I have been working on also: I am planning KAS support, and more specifically, a kerbal backpack, with a science experiment, transmitter and internal RTG or Solar Panel. This should massively increase the usefulness of kerbals on EVA. They will be able to take surface samples, EVA reports and on-site experiments from the backpack, along with being able to slowly transmit these experiments and reports back on their own. (Will be a lot slower than the other antennae though.) It will also add another unit of EVA fuel. It will be surface attachable for storage on rovers and in bases, and the Draco will have a small storage unit for one or two of the packs, internally.
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Because of my ineptitude in texturing, S3416130 is making a texture for the pod. As he is doing this, that frees up some time for me to start on the internal model: Five seats: -Pilot (Horizontal) -CoPilot (Horizontal) -LandingPilot and Rondevouez seat (Will be for a passenger most of the time.) -Passenger x2 Big thing on the left is a container for the internal propellant, of which there will be four, one for each engine. I plan on using the RPM "Glass Cockpit" to create the landing and pilot stations, and using it for many informational displays and a navball, along with cameras facing straigt down, straight up, and in several lateral directions as well. You should be able to do an entire mission from only IVA and Map views. Central ladder provides pilot and copilot with a way to get up and down from their seats, along with a way to get to the top "airlock". (Will actually be non-functional (Untill we get more advanced IVAs), but will look as if it is used to get from the Draco into the DTV, and vice versa, without EVA. Looking at the ladder now, I think it has twice as many rungs as needed. I will work on fixing that soon.
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Real life Spacecraft! Post your Replicas here!
Deathsoul097 replied to Sickle's topic in KSP1 The Spacecraft Exchange
Nice designs! Although, I am trying to get a 1:1 scale Saturn V version to work on my RSS game, and it lags like hell, then I start up the engines and the game just frezes. 1 frame per half an hour. I may want to go for something smaller. It seems that even with Kerbal Joint Reinforcement, KSP does NOT like 10m wide parts. -
Would we be able to send man to mars soon? Or is it impossible?
Deathsoul097 replied to ThatKerbal's topic in The Lounge
Actually, he is partially correct. A module was designed and a protoype was built for testing, and it was planned to be launched to the ISS. However, due to budget cuts and the changes in the shuttle flight plans (AFAIK due to the Challenger shuttle incident), the international commitee that runs the station decided that they had to scrap some of the planned modules to keep the station afloat. AFAIK it may have interfered slightly with the rest of the station, although I am not sure about it. Regarding artificial gravity for the mars mission: We could take the proposal for Mars Direct, and use a tether to create artificial gravity. The only problem with this approach is the limited living space provided by only being able to use one capsule, because the spent stage would be on the other end of the tether, and wouldn't be usable as a wet workshop. You could use a larger pod, but as your designs get bigger, it becomes impractical, due to increased mass and fuel, along with becoming more difficult to start up the circular motion. (There are other problems associated with this approach, most notably the D/V that would be needed to circularize at mars, as current designs are unsuitable for large aerobraking manouvers.) A centrifuge is also good, but it has problems too. A typical centrifuge is very bulky, and unless you make one quite large you are limited to about half a G, due to the coriolis effect. Still, with a smaller inflateable centrifuge you could get up to martian gravity, but the limiting factor is still mostly size. A centrifuge can also be quite massive (In the scientifically correct term of the word), so it may be more expensive fuel-wise to sent a centrifuge. (An inflateable centrifuge could also help counteract this, as it would be several times lighter. A good thing about the centrifuge is that it would be adjustable if you had a large enough centrifuge. On the way to mars you could slowly reduce the rotation rate, and decrease the gravity to martian levels, making it easier for the astronaut to adjust upon arrival at mars and upon their return. The centrifuge propsed for the ISS would have been unsuitable for extended human living quarters, IIRC. You could also disregard artificial gravity completely, but this would not be a very wise thing to do, unless it is a one way trip. Upon returning to earth in these conditions would require an incredibly extensive rehabilitation, which could last several years, due to the significant amount of time spent in null G. For a flyby mission it may be more appropriate to use this method, as the trip would be significantly shorter. This is the method we know best, as the other two have not been extensively tested and researched, but it is also the least desireable due to the long term effects of null G on muscle tissue and bones. -
O M G ... THIS IS PERFECT!!!!!! MAKE IT STOCK!!!!! This is exaclty the kind of thing KSP needs, such a good stockalike cockpit.
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Okay, Sierra, you seem to have missed a few memos while you were away. I'll clear this up for you: 1) Bac isnt a dev anymore. We dont know why, and frankly I dont mind. It's his business alone. 2) Bac is still working on this, but it is taking a while, as there is a bunch of new epic parts coming, if Bac's pics are to be believed. 3) The pack is mostly compatible with 0.23, all you just need to do is search back through the last few pages for links to the new ExsurgentEngineering.dll, and get the new firespitter.dll to get everything (Read as: Sabres and cargo bays) to work like you would expect. I also remember a MM config being posted a little while ago that made the control surfaces tweakeable. EDIT: Sees bug report: Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat!?
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Oh I dont know sawyer, looks like it could be any time from now unto infinity as well.
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How to manage signal delay with RT2
Deathsoul097 replied to brooklyn666's topic in KSP1 Gameplay Questions and Tutorials
MJ can autostage, but I don't know if it can activate anything other than panels and legs while landing. -
Oh, umm... Note to self: Read the fine print before going on a rant. Sorry about that NathanKell (God, that feels so wierd calling someone else nathan. I dont know anyone IRL with the smae name as me.) I will redact the post in a minute or two.
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-Deleted due to stupidity, and not reading first-
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DV for Eeloo mission?
Deathsoul097 replied to Deathsoul097's topic in KSP1 Gameplay Questions and Tutorials
Well, here is the craft, that I am about to send off. It has about 16Km/s in total. -
DV for Eeloo mission?
Deathsoul097 replied to Deathsoul097's topic in KSP1 Gameplay Questions and Tutorials
4000!? Last time I made on under 3000!? Oh well. Either way, I might end up using this thing to get some science from moho as well. Thanks! -
How much DV does it take to get from LKO to Eeloo, land, and return to Kerbin? (My craft currently has about 11Km/s DV, but I don't know how much I need.) I already know how to get there, as I have done it before, but I don't know what it takes to land and return, as I have only ever put a ship into orbit around Eeloo.
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If you read earlier in the thread, you would know that it seats five, and fits the 2.5, scale on the bottom.
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With about 200ms to spare. IIRC it takes somewhere along the lines of 2500 to 2800 to return to laythe orbit, and if you can rely on parachutes for the landing, it should only take about 50 to 100 for an efficient deorbit.
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Banned for having a different colour name. Seriously though, what position on the team do you have to be in to get that colour name? I know that the normal mods like vexx32 and supernovy get green, and the devs get orange, KSPTV streamers get light blue, but what does your colour mean? Are you in charge of this entire section of the forums (Space lounge and forum games)?
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I would take this rocket to...
Deathsoul097 replied to Kizarvexis's topic in KSP1 Gameplay Questions and Tutorials
No. You don't return them. What you do is get a kerbal to EVA and collect the data, then ditch them and keep the data in the capsule. (If you want to do it the least efficient way possible. The best thing to do is to create a "science package" that can be reused. Simply, you use docking ports to collect and transport the science module down to the surface, then bring the module back up and keep it in orbit for further re-use, and cleanout by a mobile processing lab. You return the science by sending a dedicated crew shuttle or using your lander, gather it out of the module, and return the command pod to kerbin for recovery.) -
No, But I might well do this. (Not with LS though, I suck at supplying my kerbals.)