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Everything posted by Woopert
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You should be getting an "overflow" of reputation (the good kind!) very soon! Very useful
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NASA LADEE Munor Mission challenge
Woopert replied to SRV Ron's topic in KSP1 Challenges & Mission ideas
I was thinking about using the Rockomax BACC booster (the big white one), since it's a bit shorter -- and the Minotaur V is a sort of short-ish rocket, at least compared to the new SRB. -
NASA LADEE Munor Mission challenge
Woopert replied to SRV Ron's topic in KSP1 Challenges & Mission ideas
Can I use the other SRB parts? I think I might be able to get something cool with them. -
[Moderators, Please lock]Who is best Mercury Astronuat???
Woopert replied to ZooNamedGames's topic in Science & Spaceflight
I like all of them, they were all unique and had special character traits! Voted for Alan Shepard, since he's quite an intelligent guy (the other astronauts said he was the smartest one!), and he had a funny quote right before the launch of Freedom 7. -
Phoebus MkIII. My best light Saturn V replica yet. 220 parts!
Woopert replied to Rune's topic in KSP1 The Spacecraft Exchange
A few hours?! Wow, your weekdays must be fun. Looking forwards to what you come up with.! BTW, fantastic job on this as always, Rune! -
RD-170 is actually the world's most powerful rocket engine, for liquid engines at least. I think it should have a similar TWR to the Mainsail, since they're generally accepted as the F-1 analogs (as the Skipper is a J-2 analog). Jet engines, maybe? In all seriousness, most engines will be more efficient in vacuum, it's pretty much impossible for them not to be.
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Sweeeeet! I'm proud to be the person to give you your first slice of reputation, this is awesome!
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NASA LADEE Munor Mission challenge
Woopert replied to SRV Ron's topic in KSP1 Challenges & Mission ideas
Oh, why does it have to be Sunday! I hope to do this when I have time. -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
Woopert replied to stupid_chris's topic in KSP1 Mod Releases
Fantastic job on this! -
It's 130 metric tons to orbit, and 150 metric tons with the Pyrios F-1B boosters.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Woopert replied to blackheart612's topic in KSP1 Mod Development
What is the difference between the two engines in the pack? Are they both service module engines? -
[WIP plugin]Proof of concept: Ksp-wiki browser 0.0.1
Woopert replied to agises's topic in KSP1 Mod Development
Looks interesting! Nice work. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Woopert replied to Porkjet's topic in KSP1 Mod Development
Is it still possible to continue the old save with the new version, if there aren't any parts in use? I have your mods installed but haven't actually used any of them yet in flight. -
Robots do it better.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Woopert replied to blackheart612's topic in KSP1 Mod Development
a-ha, you say? They're a great band. RL10B-2 is only used on Delta Cryogenic Second Stage/Interim Cryogenic Propulsion Stage. The other uses were all RL10 engines but in different variants. (e.g. RL10A-4-2 is currently used on the Centaur for Atlas V rockets, six RL10 on Saturn I, and some other variants used on older Centaur rocket stages, like RL10A-4 and RL10A-4-1) Edit: I misread the part about various versions of the RL10, sorry. -
[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Woopert replied to blackheart612's topic in KSP1 Mod Development
SLS parts aren't perfectly sized for Mk1-2. 4.2 meters would be exactly proportional, but 4.125 would make more sense since it's a multiple of 0.125 like the other parts. IMO, just because all the mods beforehand hads been using 3.75 doesn't mean Squad should. Another plus, 4.125 is proportional with S-IVB (6.6 m) stage to Apollo (4 m) as Mk1-2 pod (2.5 m) would be to 4.125 m! 4.125 really makes much more sense than silly old 3.75. But, to be more on topic -- I'm a big fan of your work blackheart from your various other projects, and this is looking just as good! -
I was quite curious if it was a new content designer that Squad may have hired, as they put up a post saying that they were looking for a new one. But, now that I've found out it was C7 that did the new parts, I congratulate him, for he did a great job!
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Another question: is it okay if meshes are colliding into each other for the collision mesh? Is there a way to adjust the vertices on the mesh after they're already in place, specifically for the collision mesh? Is there also a way to merge meshes but so they're one, but look like one solid piece rather than multiple meshes joined together?