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Posts posted by TimothyC
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In the TaurusHCV IVA, what font is used on the boxes in front of the passengers? I'd like to change the texts to something less terrifying.
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Ok, I'm having a hard time attaching the vernier engines to the second stage. Any suggestions on how to get it right?
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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
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*Shrugs*
I'm a big fan of keeping my crew in cabins and capsules for as long as possible.
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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:
The same:
After landing on Tylo:
Launch from Tylo:
Making orbit:
In orbit:
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.
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I don't install a lot of mods, but I am looking forward to this one.
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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.
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I like this, and not just for the fact that it was done IRL, with SkyLab.
Or was it something else? Something starting with sky, american and a station...
Skylab was a dry workshop. They took the S-IVB stage and refitted it on the ground, and from there they put it into orbit on an S-1C/S-II stack.
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RLA Stockalike, KSPX, SumDum Service Module, & MechJeb.
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I very much enjoy this mod and thank you for making it.
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I'm putting a pair of those on every station I've got now!
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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.
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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? -
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.
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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.
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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.
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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?
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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. :-\
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Oh, it\'s quite easy to land the Vanguard. Just find a flat spot and get the craft below 90 m/s and plunk it down.
Maybe it\'s just me, but I have a dickens of a time not breaking off the SAS nosecone.
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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.
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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 likeBig, 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.
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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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The new Advanced SAS doesn\'t work quite right. It doesn\'t control RCS thrusters or winglets.
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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.
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
in KSP1 Mod Releases
Posted
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.