Sochin
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Everything posted by Sochin
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Lovely work, may I ask a few questions? 1. Are you looking at making a decoupler for the capsule? 2. Are you looking to do the H-II HTV?
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No I haven't tried it yet with FAR, just a general landing under stock parameters.
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1. Roger on the decouplers, may I suggest that you apply a node to the exterior of the fuel tank. 2. Tech tree integration was what I was on about and acknowledge your remarks about future development. 3. Acknowledge your remarks and await the pluggin. I got a decent landing in on manual and it glides rather well.
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First of all nice on to the whole team to get this mod back up and running, I have a few observations. 1. SRB's are a royal pain in the ass to place correctly with the decouplers. 2. Part files are not set up for 0.23. 3. SRB effects are not the nicest to behold.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Sochin replied to Cepheus's topic in KSP1 Mod Releases
You just made my day. -
I would also like more tracking stations aswell as relief landing grounds.
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OK, the parachute bug is intermitent, second use of the capsule no problems.
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Bug Report, When deploying the parachute this shiftes the command pod several KM's and crashes the craft. Onboard antenna does not work as a communication array. Other than that I have not found any other problems so far, lovely models as usual.
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[0.22.X] BobCat ind. Historical spacecraft thread
Sochin replied to BobCat's topic in KSP1 Mod Releases
Is anyone else having this issue with the American Pack, the Altair decent stage legs do not deploy? -
OK going to throw a idea at you, what about a crew module (extra beds as there is only two at the moment) for extra endurance trips.
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Well I wasnt thinking of a video, have you seen what Blizy78 does for his tutorials, something like that. Regarding the rest, you have answered your won question in what needs developing. You need a fair amount of micro sized pods that can be assembled in orbit (as you are doing with the satelite pack). If you are going to make station parts then the station would be a MOL sized vehicle for one or two Kerbals.
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My thoughts for phases, Firstly I would think about doing a KSO light version (install) with reduced textures very limited IVA and monitors so it cuts down on the install. Helldiver what do you want to do with the KSO, what purpose did you see it been used for all those months ago. Orbital taxi, light transport etc etc. Once you know that you can develop modules to suit your projects needs. May I suggest you ask around the community and develop a training programme for de-orbiting the KSO. Forthly, if you are thinking about station parts could you go down the line of something akin to Verner Von Brauns ideas (toridial sections) for the space station. WHen I play this game its very reminiscent of what NASA was prior to the Apollo missions, probably around 1967. Von Braun did a fair few articles about what he percieved our next steps would be and after falling out with NASA over the next steps they got dropped. As you are trying to get away from what NASA and the rest have done this might be an ideal guide for you. And lastly and probably the most contencious comment as I know you do want to go bigger is that you think about making the 'Mini Shuttles' big brother. The reason why I think this might be helpfull is that your starting to think about station parts and your going to start designing them and you are going to want that extra space. I dont think you were very happy with the 'Mini Guppy' that you posted images of a way back, it didnt look very elegant.
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This is how I attach a port at the moment and yes I use a junior port, the critical dimension is the gap between structural tube and the rear bulkhead of the cockpit. The way I have it gives me clearance to dock and a small supply of fuel. http://imgur.com/DgAunJz
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How wide is a Kerbal? Does it need that girth to traverse through a docking port? The new adapter even though it takes up more space laterally is more slender giving options to store equipment and resources nearer the front of the Orbiter. Another point to note is how a player would outfit a shuttle for a mission, I see two options. 1. Crew / Life support transfers. Docking port required with possible reserve fuel and propellant for Station RV. 2. Light satelite delivery / Science. Does not require docking port, may require reserve resources so this will have greater space in the cargo bay. This raises the following thought, rather than building individual kit what about building mission pallets?
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To reiterate what I put in the later pm, I think this mod is EXCELLENT and SQUAD should be taking a lot more note of this! (post highlighted for SQUAD only). Taking into account what you said in your development thread you made the choice to make the mod playable rather than accurate saying that if you wanted accuracy you would play Orbiter, you made a good point. If I came across as to strong in my post I apologise.
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Helldiver, I dont know if you read my pm when you first released your mod so I will repeat. The position of the HUD is incorrect, it should be inline with kerbal's eyes. I believe that the pilots seats should be raised and moved inboard a bit. Presently it appears that the centre point is aimed at the top of the instruments were it joins the corner of the window stanchon. Edit: Regarding the docking port, is it a bit bulky? What about a more slender part that sits further forward and is telescopic?
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Sorry for the silliness but doesnt the lander when inflated look like the Michelin Man?
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Freeman I got a very good friend working on that colour variant I posted in the Dev thread.
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Sochin replied to BigNose's topic in KSP1 Mod Releases
Whats the chance of having these lights grabable with KAS?- 799 replies
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Yes, but I believe heldiver will be working on a replacement, when is soon as far as I know.
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I have had no problem with using it with FAR and stock.
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I remember the post know. Note on Boosters, I have used both ones provided and the Atlas booster in KW Rocjetry, both work well.