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TimothyC

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Posts posted by TimothyC

  1. Thank you. I've made the following changes to the can:

    Bleach -> Refuse

    Carbon Monoxide -> Board Games

    Flare Guns -> Snacks

    Hopes/Dreams -> Food

    And the following changes to the capsule:

    Barbells -> Toothbrushes

    Anvils -> Extra Gloves

    Bowling Balls -> Souvenirs

    Cement -> Food

    Your Mom -> Snacks

    I'd also like to thank you for this mod. It is one of the handful of mods that I've got installed in my 0.90 folder.

  2. Twice I have had the Clamp-O-Tron Docking Port - Parachute version, detach from the capsule a few hundred meters above the ground. Anybody else?

    Only when I've done high-speed direct drops. I look at it as a limitation that I have to work around.

    Sumghai, I do thoroughly enjoy this mod!

    As a side note, an orange tank with a skipper underneath and two orange-skipper combos asparagus feeding into the center make an excellent launcher for the entire assembly

  3. While not yet optimized, the Tylo Tester Mk 2 is capable of landing and returning to orbit from any body in the Kerbal system except for Kerbin* and Eve (Atmospheric entry is assisted by the addition of drogue parachutes not included in this craft file).

    In orbit prior to landing:

    screenshot32%20%28Small%29.png

    The same:

    screenshot35%20%28Small%29.png

    After landing on Tylo:

    screenshot31%20%28Small%29.png

    Launch from Tylo:

    screenshot39%20%28Small%29.png

    Making orbit:

    screenshot43%20%28Small%29.png

    In orbit:

    screenshot47%20%28Small%29.png

    Tylo Tester Mk 2 Craft file

    Delivering the craft is an exercise left for the reader, as the vehicle is nearly 150 tons fully loaded (for testing on Tylo I used hyperedit).

    *It might be able to do so if you burn enough fuel off to get the TWR high enough prior to landing (the Kerbin TWR fully loaded is 0.89), but I have yet to test this successfully.

    Note: I fly with an integrated MechJeb in the command pods/probe cores, but that has been stripped out for the version I am posting here.

  4. Suggestions that I want to see:

    -What vehicles would you like to see in the shuttle?

    -Space Station components? Keep in mind KSP themed. NOT ISS, or MIR and not any realistic thing currently up in space.

    -Rovers, what do you want to see on a rover?

    My plan is for a moon lander with a rover roll-on-roll-off capability. Basically drive the rover up a ramp and into the segment that holds it.

    -Satellites? Again keep it KSP themed.

    Well, I'd like to see something like SpaceLab for science experiments or even something like the Long Duration Exposure Facility. I'd also like to see a passenger transport module (to fit in the cargo bay so I can conduct crew replacement cycles faster), or even an extend operations module with a solar array and extra fuel/monoprop to keep the shuttle up there as long as possible.

  5. Yes. I'm also performing a feasibility test of a custom decoupler module that actually attaches to the shuttle at all 3 support points. Currently struts are required next to the lower support points due to the inability of creating cyclic attachment graphs in the VAB/SPH.

    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?
  6. 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.

  7. yes there\'s a trick to it. see the first post for assembly instructions. I still don\'t know why it has to be done that way, but it does work... or did, I\'ll have to check in .13.2 . when I get one assembled in the new version, I\'ll post a new craft file. should be tomorrow :)

    I can\'t quite seem to get it to work in 0.13.2 even following the instructions. :-\

  8. Agricultural pod. - planned, not sure how to make it obvious that it\'s a farm inside

    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'.

    Helium-3 factory. - not exactly sure what that would look like

    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.

  9. Because flying nuclear reactors are so realistic =P

    (Yes yes, project orion bla bla)

    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.

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