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Everything posted by sharpspoonful
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
Sure! Would you like Just the orbiter/wings or the whole modded mess?- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
yeah, i might need to add more fuel to the ET. I have it 2/3rds full so I can keep a TWR of 1.45 on takeoff.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
Yeah, by simply disabling the control surfaces, you reduce vectoring to just the engines. Otherwise the flaps will cause you to overcompensate the orbiters direction.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
No, the wing is made up of 5 7 individual pieces per side, if you include the flaps. I also saw someone a page or two ago suggest using RealChutes to create a drag chute for landing. Seeing as I already had it installed... I was able to put the above orbiter into a stable orbit, raise AP and get halfway through a rendezvous style burn before running out of Monoprop. But it required 470 extra units of MP. (I also learned that you need to "lock" the control surfaces on ascent. Made the ascent profile SO MUCH EASIER.)- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
So I made a thing. Took me several hours today (The B9 Wings fork has some wonkiness to it unfortunately), but i think that this is the most faithful reproduction of the original that I can make. Flight tests have been...interesting. It almost got into orbit, but the OMS are just too weak to finish the circularization burn. Probably need a shallower ascent angle. Thanks for the new and pretty parts @Pak. Mods: Tweakscale, B9 Procedural Wings - Fork, Color Coded Tanks, Fuel Tanks Plus, EDIT: KW Rocketry (struts), and Pak's shuttle parts (of course).- 2,351 replies
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Hey there @Blackheart612! Glad to see that you've updated everything. Still one of my favorite modes. I happen to have some suggestions for you: ICPS upper stage seems to have too low TWR in a "standard" configuration. It's been around .46 TWR, and makes reaching orbit a bit difficult unless the lower stages does a lot more of the work. It also excludes the ability to make an Orion-Altair styled payload pretty much impossible (see fig. 1). Having the LES broken into multiple parts can make organizing the staging list a bit difficult, especially since stages don't highlight anymore. Fig. 1
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[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
sharpspoonful replied to hoojiwana's topic in KSP1 Mod Development
Should only be Ven's, and in 1.0.5. -
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
sharpspoonful replied to hoojiwana's topic in KSP1 Mod Development
Considering almost every mod requires it, yes. -
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
sharpspoonful replied to hoojiwana's topic in KSP1 Mod Development
So, I'm getting texture fighting for some reason. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
sharpspoonful replied to Nils277's topic in KSP1 Mod Releases
You are talking about the old (and somewhat barely functional) Bavarian Tubes. They did work with KIS/KAS until recently, but I think the last update has finally broke them. I'd love to see a mod with similar dimensions and in-situ base building. Plus that style of play really fits with the PBS structures. Just my 2 cents. -
Annnyyywhooo, it seems my original account was merged with the existing site? Awesome, and I'm digging the speed at which everything loads. Well done dudes.
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- totm july 2019
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
sharpspoonful replied to sumghai's topic in KSP1 Mod Releases
WOOT! -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sharpspoonful replied to Nils277's topic in KSP1 Mod Development
Heya @nils, would adding support for Kethane be possible/pragmatic? -
pretty much. this mod allows for the fairings in older parts pack to actually work.
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You'd need a mod that has fairings. KW and Lanchers Pack both have the fairings. Go DL KW or Launchers pack .
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sharpspoonful replied to Ven's topic in KSP1 Mod Development
I posted on the github about the docking port chute, but failed to add an output log. It also really dislikes RealChutes. It causes massive NRE spam. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
sharpspoonful replied to BigNose's topic in KSP1 Mod Releases
Either the server is a bit unstable or users are accidentally DDoS'ing the site with traffic. A lot of intermittent 502's. With that said, be sure to update your OP, as it seems the migration broke links and formatting.- 799 replies
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
sharpspoonful replied to sumghai's topic in KSP1 Mod Releases
No, he said several posts up that the model he wants isn't available yet, and he's not buying the older models. Don't be antigonistic. -
Hey man, like I said, you take your time. I'm just glad that you are at least feeling well enough to play some KSP
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[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
sharpspoonful replied to onkelsiebdruck's topic in KSP1 Mod Development
The only thing the tubes seem to need is an update to the attachment nodes, -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sharpspoonful replied to Nils277's topic in KSP1 Mod Development
They do, just be mindful of the fact that for the storage to work (and be useful), make sure you augment the storage bay with the updated KIS code. I took the following from the half-sized KIS container: MODULE { name = ModuleKISInventory maxVolume = 6000 externalAccess = true internalAccess = true slotsX = 4 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 7000 editorItemsCategory = false } I'm really lazy, so I haven't updated the nodes yet, but KIS construction wasn't terribly hard at all. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
sharpspoonful replied to Nils277's topic in KSP1 Mod Development
So, I stopped by the long-defunct Bavarian Tubes mod. Hasn't been touched since .23.5, but with some very trivial MM patching, they still work! Mind you, some jiggering, non-strict node attachment, and offsetting parts had to be done, but damn does it look good. And the base was 100% KIS/KAS constructed. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sharpspoonful replied to Ven's topic in KSP1 Mod Development
I have not read any text or seen actual mockups detailing RCS placement, but there you have it in that concept art. Here's me being sheepish.