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Herpderpsslerps
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Everything posted by Herpderpsslerps
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[v0.4] Probodobdyne Construction Kit
Herpderpsslerps replied to NovaSilisko's topic in KSP1 Mod Releases
Modify it yourself, make it a strut piece. -
[v1.2.1] Noyuz Spacecraft - New panels available!
Herpderpsslerps replied to Xemit's topic in KSP1 Mod Releases
Now only if we could produce RCS fuel with these... -
[v0.4] Probodobdyne Construction Kit
Herpderpsslerps replied to NovaSilisko's topic in KSP1 Mod Releases
You have to make sure that as you fly they play music! KERBAL MUSIC! -
Sorry KSP, I think I've found a new space game.
Herpderpsslerps replied to Technical Ben's topic in The Lounge
This is not Kerbal, Ben, not Kerbal at all. -
AVK Spaceworks - [r4] [12/19/11] [NEW: Cyclone 1.1]
Herpderpsslerps replied to aevionknight's topic in KSP1 Mod Releases
Sounds kerbal to me! -
AVK Spaceworks - [r4] [12/19/11] [NEW: Cyclone 1.1]
Herpderpsslerps replied to aevionknight's topic in KSP1 Mod Releases
Dude, that thing is like the Traffic cone of death, I\'d take it as it is! -
Phoenix from Star Trek - First Contact (UPDATED!)
Herpderpsslerps replied to prefim's topic in KSP1 Mod Releases
The textures are different, but fitting considering the Pheonix was built in a Kerbal way in the back woods in the movie. My only suggestion is taking your nacelles and actually making them high thrust liquid engines with no trail. You get into space, engage the engines and slowly ramp up the throttle and soon your in the sun, mun or the next star system. -
I got tired of having to increase the height of my stacks so I made these with Quadbits mini fuel tank. A simple .cfg and texture edit. If someone wants to improve the texture go ahead. These are identical in every way spec wise to the standard RCS tanks so the only trade off is now they are on the sides of your rockets. I\'ve also included modified Strakes for landing on, these are tougher heavier, and provide barely any stability, the plus side? They are so damn strong and resistant to crashing that your craft will break apart before these things fall off. After having issues slowing down for landings, I\'ve decided its time for a Drogue. This chute can be opened at altitude and won\'t open until you are ten meters from touch down at the KSP runway, or 65 meters above sea level. Its drag is set for 10 in its semi deployed state, and 50 in its deployed. Its also Red white and blue and features DERP in orange . I\'ve also included the stock parts from 0.13 renamed so they all are labeled as Stock_* for the part folders so you can find them easier once you\'ve gone nuts downloading mods. renamed parts below http://www./?1kse13hkz3kr7gd
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Just restarted after fiddling with some of my custom parts and saw it. I had the bug happen once and that was a little strange. Thanks for the quick fix.
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Part balancing standards the IKAO and you!
Herpderpsslerps replied to DYJ's topic in KSP1 Mod Development
What about heat, if you have a high heat from a quicker burning engine can we lower weight? Or to decrease heat production we increase weight, or lower thrust and similar fuel consumption, or more fuel consumption in place of higher heat, there are more then just weight to the equation -
Challenge: Smooooooth rider!
Herpderpsslerps replied to Ivan Ivanovich's topic in KSP1 Challenges & Mission ideas
I\'ve been screwing around with this actually without knowing about the challenge. I\'ve used a tug set up to get the satellites to orbit. The satallite probably hits more then 2 g\'s when its payload booster lights off and the spinners spin it up. -
I made a ship, had to use eight radiators to make it not go boom the second you full throttled but they got if off the ground.
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How to make an SRB ignite one detached.
Herpderpsslerps replied to venku122's topic in KSP1 Mod Development
I have adopted an AA-BB decoupler to an explosive force of one and use the radial spin boosters to stabilize the rocket. The spin boosters start up on release of the decoupler and then I light the engine. I also use the mini boosters instead of the large ones for my latest B-58 Hustler replica\'s. -
How to make an SRB ignite one detached.
Herpderpsslerps replied to venku122's topic in KSP1 Mod Development
I've made 1.75 meter rockets! using symmetrical 1.75 meter flange decouplers from Silisko's pack and the radial booster from Captain Slug I've made rotationally stabilized rockets! Since the 1.75's are used to get the rocket airborne and the decouplers don't make them lose balance immediatly, using a radial booster you can get some pretty good flights out of them, now to see if I can get away with just one. http://captainslug.com/temp/RadialBoosterPack2.2.zip -
Not happy with the minute plus burn times I was getting I got these down to around 30 to forty seconds a piece. The only exception is the booster I'm working on, if I can get approval from its modeler to use it'll burn longer and have much more thrust. Thrust. I've also nerfed the thrust for Jebs and the fix for Jebs to be more inline, the fix has less thrust, doesn't over heat as easily. Jebs still over heats like a bastard though and all of them require massive cooling efforts to be able to stay at full thrust for the entirety of their burn.
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hah, this is amazing, I was one of the originals of the Last Post game that was on Red vs Blue.
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I've got three versions of this hybrid so far. the standard Jebs special So named because this thing blows up even with cooling put into place. And the HDS Rocket Emporiums fix of Jeb's engine, won't overheat as fast but burns fuel faster and is heavier.
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That is what I was planning originally.