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Woopert

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Everything posted by Woopert

  1. Skylon probably has more development risks and requires more infrastructure. I think I saw it would need a really long runway to work. Adeline is building upon already planned Ariane 6 technology and really only the flyback technology is new.
  2. I was reading about this on Friday. I'll be making it in KSP once I have time. Here's some English articles http://www.bbc.com/news/science-environment-33006056 http://spacenews.com/meet-adeline-airbus-response-to-reusable-spacex-rocket/ http://sen.com/news/airbus-is-testing-concepts-to-reuse-rocket-parts http://techaeris.com/2015/06/06/airbus-unveils-adeline-answer-spacex-reusable-rockets/ http://english.tachyonbeam.com/2015/06/07/airbus-defence-and-space-presented-the-adeline-system-to-reuse-rocket-parts/ http://www.japantimes.co.jp/news/2015/06/07/world/science-health-world/airbus-developing-reusable-space-rocket-launcher/ Wikipedia http://en.wikipedia.org/wiki/Adeline_(rocket) Illustration from Wikipedia And a video
  3. Main List 1 - Kerbal Engineer Redux. If you want to design rockets seriously, this is a must have. 2 - MechJeb. Also has engineer functionality and the autopilot saves a lot of time after you've done the same things repetitively. It also helps to standardise your launch profiles when testing rockets. 3 - EditorExtensions. Don't even try building without it. StripSymmetry is another must have. Not many builders use it of my knowledge, but it's brilliant of getting things perfect. Also worth mentioning is a not very well known mod. There is QuickScroll, but I prefer this: http://forum.kerbalspaceprogram.com/threads/35018?p=1618801&viewfull=1#post1618801 4 - Kerbal Alarm Clock. Great for reminders and, not sure if it's needed anymore, but warping until SOI changes. 5 - Raster Prop Monitor. Makes IVA's both beautiful and functional. 6 - Docking Port Alignment Indicator. Makes docking actually a science and not guessing your orientation. 7 - HyperEdit. Must have for testing so you don't waste your time transporting ships that might not even work. 8 - TakeCommand. Let's you spawn Kerbals directly into command chairs. 9 - Thermometer. Lets you see a part's temperature by right clicking. 10 - Distant Object and CactEyes Telescope. The former lets you see dots in the sky for planets and adds star light blocking vision, and the latter is a telescope with science functionality. Extras Kerbal Joint Reinforcement. Part connections weren't really fixed with 0.23.5 and this actually FIXES it. FinalFrontier. Tracks where your Kerbals have been and gives them ribbons. Kronal Vessel Viewer. View 2D or 3D images of your craft. NavUtilities. Runway indicators for RPM. VesselViewer. Ship visualisers for RPM. HotRockets. Makes rocket exhaust beautiful. CoolRockets. Adds ice effects upon launch and launch cryo boil off stuff. pizzaoverhead's mods. Good for visuals. WindowShine. Makes windows beautiful. AeroGui. Displays aerodynamic stats. LightsOut. Lets you toggle day and night in VAB and SPH. PartAngleDisplay. Lets you adjust part fine tuning and displays their values. KSP IRC. Use IRC chats in game. Pilot Assistant. Plane autopilot and stats. PlanetShine. Adds reflected light albedo effects. ProbeControlRoom. IVA for probes. Mulbin's Flags, UAL's flags, DirtyFace83's flags In game Wiki viewer. Use the wiki in game. BDArmoury. Fun stuff. CameraTools. I don't know how to use it but I've heard it's useful. ScanSat. Make maps of planets and moons. Texture Replacer. Change the texture of stuff in game. Filter Extensions. More filters.
  4. Beautiful. This is the complete package. Sea level return, aesthetically pleasing design, low parts, and as a bonus you fit a rover into an already dV tight design! I see it says not for science expedition. Does this mean it doesn't have science instruments on it? That would be cool to include for completeness, unless they're not already included.
  5. Hi, I don't know if this has been suggested yet, but could set the IRC window to not pop up by default? For times when not using IRC it would be convenient to be able to hop scenes without the screen popping up. Cheers
  6. Hey, great mod here! I'd consider it a must have mod because it does something so handy and useful. I saw you were looking for a new icon, so I found this public domain thermometer clip art. I edited it in Inkscape to be white, so it would look better on the KSP toolbar. In the screenshot, it's the one between HyperEdit and BD Armory. Here is what it looks like: Download
  7. Here's a rough rendition of a Kerbalised New Zealand flag. Obviously I'm not Mulbin, so I don't have access to his original .ai files to edit with, so I just selected the stars in Photoshop and made them red with a white inner stroke. Not perfect, but should work for now. I take no credit for this because Mulbin is the one who made the originals. I also used content aware fill to erase the other star, so the flag fits the pattern of New Zealand's flag relative to Mulbin's Kerbalised Australian flag.
  8. You really are the master of SSTO's, Rune. Brilliant job. I have a question. I saw you post this a while ago and it's really cool; the design really appeals to me. Will this one be released soon? Cheers!
  9. Lots of cool techniques here. Below is one I've been doing recently. You could theoretically do it without Editor Extensions, but surface attachment and horizontal/vertical snap make it much more streamlined and reduces need for cubic struts. I saw Zucal post his design so I thought I might post another cool thing to do with Skippers. This is a composite engine with a Poodle engine clipped with it to increase thrust and Isp. Related: how do you use payload adapters as interstage fairings? When I try to draw out the interstage it won't close, instead only wanting me to keep adding more fairings. For Mainsail engines. Pretty self-explanatory. Surface attach a Mainsail engine, which will make it 'sink in' a bit, surface attach a flat 2.5 metre adapter, and centre both of them. I offset the Mainsail a bit because there was Z-fighting from the engine and the fuel tank.
  10. I thought Dream Chaser was supposed to launch on Atlas V 402? 400 series, no boosters, 2 RL10 engines. Maybe they changed it later.
  11. No, because it makes craft look beautiful Clipping engines is creative because you can come up with unique combinations for the job. Before the thrust fix changes I used to use a Skipper and Poodle clipped together for more thrust, and better in space efficiency.
  12. I think Mad Rocket Scientist was getting Vulcan (ULA rocket) mixed up with Vulkan (Soviet-Russian rocket). The spelling is different. Edit: ninja'd
  13. Yes! This is awesome! TouhouTorpedo made a plugin like this a while ago but it hasn't been updated IIRC. This is great!
  14. Two things we need the most - 1.875 meter parts - Segmented and stackable SRB's, ones that have longer burn times as well
  15. Your flags are really good, but Kerbal Stuff is going to nail you on these. I had my ESA flags mod on Kerbal Stuff for a while and they took it down. I had to upload mine to Dropbox. You should probably make a back-up link just in case.
  16. Updated the mod to add Estonian and Hungarian flags. Also added an EU flag for its funding and combined contributions to ESA.
  17. You probably could do it, but newbies might have issues getting circularised orbits with it. Pointing down usually helps that. Most probably wouldn't want to do it because a: engines have infinite restarts and b: upper stage TWR's are quite high in KSP.
  18. I don't know of any such mods, sorry. You said that they pose a danger - do the fairings actually cause damage to other parts? I thought they were just classified as debris that doesn't affect other objects. I really do wish we could get clamshell fairings though.
  19. This is done for realism. Upper stage engines have larger bells and are different shapes for vacuum operation where the expansion ratios are different. As mentioned above upper stage engines don't work ASL and have different performance, or lack thereof. In old KSP the thrust was constant and mass flow rate varied with atmosphere. This doesn't happen in real life - the only time something similar would happen would be throttling, but then Isp, thrust, and mass flow rate would all change. You can look at the stat changes and notice trends for it all but it's a matter of physics. Mass flow rate doesn't magically change to keep the same thrust, and engines designed for vacuum won't work ASL and vice versa. Cheers Here is a basic equation for Isp thrust = Isp * mass flow rate * 9.81 As you can see, thrust is a result of constant acceleration to gravity, constant mass flow rate, and varying Isp. This means thrust will also vary as a result.
  20. I made a Pico Titan IV. Needs about 100-150 m/s more of dV before it can make orbit. Feel free to take the design. Cheers Craft file
  21. Sorry if these are dumb questions. Is there a way to make the lifetime for the telescopes infinite? Is there a way to make telescopes not fail as an easy mode, so you can look at Kerbol and such? Thanks
  22. Seems to be working fine. Nice work and thanks for the speedy update. Do you have a craft file by any chance? I don't like screwing things up.
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