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Everything posted by Dante80
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Could a interstage part solve that problem? I would like to echo this request too, for another reason though. All KW engines are very tall, thus making their use on landers a little hard to implement. I think a series of 1,25-2,5-3,75 low height/lowest thrust per tier engines would complement the existing KW offerings very well and provide total functionality to the set.
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Modular Fuel System Continued v3.3 (OBSOLETE)
Dante80 replied to NathanKell's topic in KSP1 Mod Releases
Used RF, fixed. Thanks man, time for some humongous H2 stages..XD I think a good idea for a next release would be to bind the engine tech level with career progression. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Dante80 replied to Cilph's topic in KSP1 Mod Releases
Ah got it, thanks...for example I can use the dish in a KSO satellite to target a mun satellite that targets the active ship that is behind the mun and obscured from the KSO satellite. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Dante80 replied to NathanKell's topic in KSP1 Mod Releases
Yep, I think I do. V5 for the SRB and I got the MFS today from the OP. I also didn't get the real fuel types, maybe I installed wrong... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Dante80 replied to cybutek's topic in KSP1 Mod Releases
Aha, that must be it. FAR changes the stock variables in the atmosphere, so KER does not show them. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Dante80 replied to Cilph's topic in KSP1 Mod Releases
Hehe, I don't have a main engine, only RCS on the sats. By using fine control I managed to have a difference of 0.1'' between them. So according to your math it should be about 1% difference in 540 days. For the next batch, I'm going to grab the tiny RCS blocks (0.15 thrust) from AEIS. That should do it! Hm, I don't understand the difference. If the dish is set to target the active vessel, each time you change to another one it will automatically target it if its in range, right? So why target a planet/moon? -
Spark IPM 02 going and returning from Munar Orbit. Next time we have to land somehow...C:
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Modular Fuel System Continued v3.3 (OBSOLETE)
Dante80 replied to NathanKell's topic in KSP1 Mod Releases
A question. I installed this, but for some reason stretchy tanks do not seem to work. You can select them in the action group menu, but changing height and diameter of the tank does not change the amount of fuel used. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Dante80 replied to cybutek's topic in KSP1 Mod Releases
A question. When I'm using FAR together with this, I see less information in the surface window. In the past there was a number about terminal velocity and speed efficiency, I think its gone now. Is that normal? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Dante80 replied to Cilph's topic in KSP1 Mod Releases
A couple of questions. If I understand correctly, to get a good KSO orbit for a satellite you need a semi-major axis of ~3469km and a period of 6 hours flat. I guess that small variations in the distances of periapsis and apoapsis are not that important if you can see mission control at all times. Now, how close do you have to be to the orbit period for a good grid? I'm asking since using RCS for orbit corrections jump my numbers 5s per push or so and getting exactly 6hrs is very difficult with my current design. If you are one or two seconds off, how much is it going to bother you in a couple of years of game time? And a second question. I see that dishes have a cone variant. Does that mean that the dish has to orient itself with the target so that it works? When you choose a target is it done automatically, or do you have to point the sat to the correct location? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dante80 replied to ferram4's topic in KSP1 Mod Releases
Thanks, figured as much. Time to make smaller/slender rockets..C:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Dante80 replied to ferram4's topic in KSP1 Mod Releases
I installed this, and I'm finding getting a certain payload to orbit much easier. A question. In stock KSP you needed about 4500dV for a good LKO orbit. How much do you need with FAR?- 14,073 replies
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So one Atomic Rocket Motor is better than four?
Dante80 replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
Thats not an engine, its a leak. XD -
So one Atomic Rocket Motor is better than four?
Dante80 replied to Fenris's topic in KSP1 Gameplay Questions and Tutorials
Which is perfectly doable with the design shown above. If you are using/need more thrust than that, you are probably doing it wrong (ie, less efficiently). -
The Kerbin texture has been replaced using the texture replacer mod. The only non stock parts in that ship is some radiators from the Interstellar mod to keep the solar panels cool, some batteries and a small fuel tank from KWrocketry and a couple of capacitors from the near future propulsion mod so that we can transmit a lot of science data if needed. KWrocketry has some good fairings, and there is also a dedicated mod called "procedural fairings" that can help you. Check them out.
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IPM "Spark" getting ready for the first Kerbal venture outside Kerbins' SOI.
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Two very good mods to use for station building: 1. Docking Port Alignment Indicator 2. RCS build Aid The first one will make docking much easier for assembly, and the second will make sure that with some good VAB designing docking multiple modules for a station will not only be easy but also fun.
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And another suggestion. Was testing the AIES aerospace pack. This pack has a cool feature where you are able to stack in symmetry multiple engines under a single tank. I have no idea if the module properties exist in the engines or in the tank itself, but if its the latter then it would be really nice if stretchy tanks could do the same thing. Not only will we have the possibility to replicate engine clusters better, but also it will hugely expand the choices we can make (especially if you factor in MFS). Is something like that viable?
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How can I get a mod part to work in career mode?
Dante80 replied to Odo's topic in KSP1 Mods Discussions
Thanks for the link man. Its very easy to add the panels into career, you just need to do the following: 1.Transfer your kosmos folder inside your gamedata folder. 2. go to Kosmos_Balka_PanelBlock1 3. open up part.cfg and part_single.cfg with notepad 4. paste the following lines inside (I placed them between editor parameters and node definitions): TechRequired = experimentalElectrics entryCost = 16000 5. Save both files and run the game. -
How can I get a mod part to work in career mode?
Dante80 replied to Odo's topic in KSP1 Mods Discussions
Btw, can someone share a link for those Balka Solar panels? I always wanted to use them but I think I read somewhere that their animation was broken. Is that true? I'm currently using the big panels from the NFP mod for my first station, I think though that the Balkas will be a little bigger, right? (whats their stock ec/s btw?) -
There is almost no limit on what you can do with a sandbox game, the limit is actually your own imagination. And, - on top of that - this game has an extensive modding community that will give you the tools to make whatever you imagine true. Here are some suggestions: 1. If you thought the stock solar system was a challenge, how about sth much bigger? 2. If you thought that the mainsail was the end-all be-all of propulsion, how about a warp drive? 3. If you landed on all the celestial bodies, how about more? Just for starters..C:
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interplanetary burns using ion engines
Dante80 replied to codepoet's topic in KSP1 Gameplay Questions and Tutorials
A question would be why do you need a 5tn probe to have a single ion engine. You either have too much of "probe", or too little of "engine" in your design I think. Why not use a stage before the probe to make the kerbin escape burn, and ditch it when you are done? Having said that, I think the best way would be to bring your peri above 120km and burn there (3' before until 3' after) for as many orbits needed to clear kerbin SOI. -
Tips and tricks you found out yourself
Dante80 replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
A couple of tips that came in handy for me. 1. If you use space tugs and/or have modular ships, remember to assign an action group to the different engine blocks, so that you can shut them down if needed. Also, be sure to select the proper control point when you dock two or more ships together, there is nothing more frustrating than aligning for a maneuver and realize you are facing the opposite way when you burn..XD 2. If you use universal docking ports (made by clipping a regular or jr docking port inside a sr) and dock two together, you will not be able to decouple unless you have assigned an action group for both ports. universal docking ports are very handy, more strong, and also very risky if you don't pay attention. 3. Using a couple of lights near your docking port to illuminate the port you are docking to is very handy when you are rendezvousing in the dark side of planets/moons. Don't skimp on a couple of extra parts, they will help you a lot visually. 4. If you are using space tugs to transport modules to a station or assemble big ships in orbit, a very handy mod to use that adds no parts to the stock game is the RCS Build Aid addon. By designing your module in the vab and attaching your space tug to it, you can simulate how it is going to behave when you translate with RCS in actual space. A little tweaking of module or RCS block positions will give you the opportunity to translate with 0 rotation, thus making orbital assembly and station building a pleasure instead of a chore. Hope that helps, cheers..C: