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TeeGee
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Everything posted by TeeGee
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.24.2 Realism Overhaul Craft Repository
TeeGee replied to ninjaweasel's topic in KSP1 The Spacecraft Exchange
Yup its from FASA. -
.24.2 Realism Overhaul Craft Repository
TeeGee replied to ninjaweasel's topic in KSP1 The Spacecraft Exchange
This spacecraft uses ONE RS-68A engine... an engine I value greatly over the SSME RS-25. Craft file: https://www.dropbox.com/s/8diwz0exap0b5j3/Starling-1.craft -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Take THAT SLS!!! Congrats, you've beat NASA! -
Issue. For some reason none of the SSME (RS-25) engines are showing up int he VAB engine parts tab. In fact, I can't find them anywhere. Im using ROS.
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K-P0110 - Apollo-like crew module, now with source files included
TeeGee replied to Ledenko's topic in KSP1 Mod Releases
Hey awesome mod btw! Just a little request... can ROS (realism overhaul system) take this pod and have ROS cfgs for it? It looks really good and would fit in great with all the other parts ROS supports! -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Does Fustek have ROS/RSS configs? If it does, Im gonna join you in building a space station as well! -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Of course. But it requires lots of mods. Everything in ROS. FASA Tac life support Remote tech AIES KW Rocketry https://www.dropbox.com/s/zb2puyetdcn9l8s/2.craft -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Another new 3 kerbal capsule using Apollo CM. CoM is NOT off center because I didn't need a lifting body to safely reenter the atmosphere from LEO. If this was from the moon I definetly would have done that. I had to add many more rcs thrusters on this craft due to the lack of control I wanted with the stock CM. I originally had no pitch, translation or roll control with the pod itself so I attached a few gemini thrusters on the side for that added control. This is the pod I plan on using for my missions to the space station I plan on building soon in LEO. UPDATED: Moved on from Prototyping to actual 1st of new class of spacecraft, the Starling -1: All RCS are perfectly balanced for translation AND rotation. Ideal for orbital docking and reentry control. 21 days of life support. Rocket: -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
TeeGee replied to sarbian's topic in KSP1 Mod Development
For some reason this mod doesn't work with ROS. Is that a known issue or am I doing something wrong? -
Yup, that's what I thought was going on. Thanks Nathan!
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AWESOME! This all goes into the Gamedata folder correct? EDIT: I tried out the update but for some reason the game stops loading when it reaches the RAPIER engine. I only put the AJE folder in gamedata. I changed the kerosene fuel to Liquid. It still won't load passed the RAPIER at the first loading screen. When I deleted AJE, the game loads perfectly. I'm using x64 so it shouldn't be a memory issue.
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Yeah I was just looking at that. Tragic story.
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Yup. I think so as well. How about the fuel tanks on ascent stages of rockets? What is their rated thermal protection system? I know the external tank was designed to explode after the insulator foam burned away during reentry (one of the reasons fuel was LEFT in the tank at separation). This was to ensure that any pieces that made it through reentry were small.
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Actually I was just reading that ALL the engines (except the SIVB -- slammed into the moon or put into solar orbit) made it back to earth but were destroyed on impact with the ground/ocean. I ASSUME the SSME engines had the same fate... they prob survived reentry but slammed into the ground and were destroyed.
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So you think that is was destroyed via aerodynamic stress or parts of the rest of the shuttle slamming into them? How about the F1 engines on apollo, or the rest of the expeneded stages on the apollo rocket? Did those engines get destroyed as well or did they actually make it back to the ground (obviously not intact)?
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Hey everyone. I was glossing over shuttle columbia disaster and noticed that the largest debris recovered was a window pane and front landing gear. What confused me was the lack of RS-25 engines. The SSME engines burn hotter than reentry during launch yet they don't melt. I know the propellant flows through the engine bell ribs before entering the injectors to COOL the rocket down, but I am a little shocked to hear that rocket engines don't survive reentry. I guess my question is, what is the upper limit of heat tolerance that rocket engines can endure when they are NOT cooled by flowing cryogenic propellant? Secondly, why don't the RCS thrusters melt during reentry as well? They are directly exposed to reentry heating, moreso than the 3 SSME engines, but I don't think they are destroyed on reentry. Also, what is the upper limit of thermal protection that fuel TANKS can endure? How hot can it get before those are destroyed as well? The reason I am asking is because I have been editing DRE values for KSP to be more realistic, basically handicapping the kerbal thermal protection system to be more like OUR thermal protection systems when we reenter at REAL LIFE speeds. I know the mod comes with a different shockwave value that directly does this, but I think altering the max temp values on the parts is more realistic.
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Ok will do! Thanks eveyone! -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
I've also noticed a MASSIVE performance increase in ROS/RSS since using x86 KSP. It's awesome! -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
No Im using vanilla parts only. Whenever I reach orbit with a small fuel tank, I always have to spin the craft to get stable flow even though I unzip the pressurized cfg. file in the engine ignitor folder. Basically none of the stock tanks are pressurized for me. Do you know what's going on or how to fix this? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
TeeGee replied to RedAV8R's topic in KSP1 Mod Releases
Yeah that happened to me too until I realized I was missing the planet textures posted on the RSS thread. Just pick a resolution and put it into the RSS folder. No worries. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
TeeGee replied to HoneyFox's topic in KSP1 Mod Releases
Hey Nathan! So do we take the dropbox zip and extract the (configs for forking) folders etc directly into the engine ignitor in the gamedata directory? So basically, unzip engineignitor_master. Open engine ignitor master, copy all and paste into engine ignitor original in the gamedata folder. Take engineignitor dll and replace dll in plugins folder.