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TimothyC

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Everything posted by TimothyC

  1. I'm putting a pair of those on every station I've got now!
  2. I try to keep the number of part mods I fly with down, but like KSPX, this is one of the few mods that I enjoy having. Thank you for making it.
  3. I know it hasn't been developed for a *long* time, but you might want to look into Tosh's old seaplane float mod, I know that it was , so it should help?
  4. One thing I've noted is that both the OP and a later post get the status of the F-1 incorrect (the OP more than the other post). When the F-1 production line was shut down, thousands of hours of interviews with people who designed it and built it were taken and recorded. These interviews included what problems they encountered, how they solved those problems, and hundreds of other details about the production line that were not a part ofo the original plans for the engine or the production line. The existance of this documentation is the only reason why restarting F-1 engine production is even on the table for the boosters for SLS - and why, even in early 1990s, it would have been lower cost than developing a single-use example of the SSME and putting that into production. To go further, most ofthe work currently being done on F-1 engines involves testing out replacement materials for parts that we are not allowed to make anymore because of environmental concerns (such as too much Chromium in the alloy). They have pulled an old engine out of storage for some of tests - but it is my understanding that those tests are at least partilly to validate the modes they have been using for subassemblies of the engine. Also, for the record, the engine they have used for testing so far was not on display, but was in storage.
  5. I really like it, but to get it to work I've had to use some of the Test Weights. This said, I look forward to more awesome products.
  6. Have you considered using an internal space from one of the earlier doctors? I'd think that they would be easier to model as they were often just a room with a central console.
  7. The mapping program seems to have seriously glitched on me. I've lost all of the maps, but some how still have rather large CSV files (on the order of over 6 megs for Kerbin and over 10 for the Mun and Minmus). Any idea how to get my graphical maps back?
  8. I can\'t quite seem to get it to work in 0.13.2 even following the instructions. :-\
  9. Maybe it\'s just me, but I have a dickens of a time not breaking off the SAS nosecone.
  10. I\'ve noted that while Nova Silisko\'s Vanguard Shuttle is great to fly, she can be a pain and a half to land some of the time - so I mounted a radial \'Chute to it and went from there. Attached is the craft file.
  11. Hm. A dome similar to the one on the nuclear reactor with blue top triangles with green accents near the bottom. In place of the nuclear trefoil, I\'d use a green plant logo like the one in Wall-E. I\'ll post a low res screen cap once If find me DVD. It would probably be a very simple mod (slight expansion of the fuel and power arms, and a reskin). Edit: Louie Mantia has done a really good wallpaper that shows the logo I was thinking off: Link to 'Operation Recolonize'. Big, industrial, and lots of pipes everywhere. It would need a scooping arm structure (maybe like the one on the reactor) and a cracking tower like structure and small tanks at the bottom. I\'m trying to think of a way that it wouldn\'t be a super-high polygon model.
  12. Nuclear power has been used for both earth orbit and long duration missions. It\'s also the power plant for the new 'Curiosity' Mars rover that NASA has launched. I\'ve seen them also proposed for power on human mars missions.
  13. The new Advanced SAS doesn\'t work quite right. It doesn\'t control RCS thrusters or winglets.
  14. Very nice as wingtip engines. They are letting me stick the engines further up on the fuselage which improved stability. I did turn down the heat production, but that\'s a minor thing.
  15. It would be a bit more complicated than that from a dynamics point of view as we\'d have to also look at the KE imparted to both objects, but the equation should be m1v1= m2v2. When you square the velocity you go go from impulse to energy (Force*Time as opposed to Force*Distance).
  16. This NASA site might be helpful in cleaning up any of the parts.
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