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biohazard15

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Everything posted by biohazard15

  1. Bug report: NP struts doesn't work anymore. Stock struts: NP heavy struts (Same thing goes without struts):
  2. K1 and "Mothers" family. 20-ton NRAP. With Mothers' thrust at 100%, it's a quite overpowered rocket, somewhat dangerous to fly. I've tweaked thrust to 75% for all three engines. It has just enough fuel in these three tanks to make a 100x100 orbit (with this ascent profile, anyway). If your Blok-D and lander\orbiter is light enough (under 20 tons) and has enough dV, you will make it to the Mun Consider it as "advanced" rocket, not suitable for newbie players, but quite fun for those who loves to tinker with payload and tweakables. About the Mothers' thrust... There's a big dilemma here: - Lower their thrust - and they would be unsuitable for larger rockets. They also would overlap with other engines, breaking the balance. - Do nothing - and K1 assembly would be overpowered. My vote goes for the second option - I like K1 as a rocket that requires some careful planning. - - - Updated - - - I haven't tried landing guidance in 1.0, but I believe that to be MJ's fault.
  3. Another test - a quick Saturn V-esque rocket. 50 tons NRAP. The rocket is somewhat wobbly (it has no struts), but flies fine. Guess I became too dependent on KJR Again, first two stages fly it to 100km Ap. Third stage finishes 100x100 orbit with about 1500 dV left - well, it's a Mun rocket after all. Can deliver more than 50 tons to orbit, obviously. The balance looks just fine - some may say that Bearcat 5x is overpowered under new aero, but I'll say that you don't use Saturn V to launch CubeSats. Also, SAS rings. If you remember my old tests (year or so ago), you didn't define node sizes for them - there was a bug with SAS if you did. Now, when SAS is tied to capsules and probes, you can remove ModuleSAS from them and apply node sizes back.
  4. Okay, let's do some test flights. NP test release, NRAP, latest dev of MJ. KSP 1.0.2. I've also converted all the textures to DDS. Old design that dates back to 0.22. 15 tons to orbit. Stable and safe (albeit slow) ascent. 1st and 2nd stages place it just at 100km Ap, 3rd stage circularize orbit with some fuel left (can't go to the Mun, but can change orbit). Bearcat 3x looks somewhat underpowered with this rocket (1.1 TWR ASL). No problems with ascent, though. Bugs: - Both Bearcats have no "pop" sound when they run out of fuel.
  5. 1.0.2, all stock, except -force-opengl option. At the start, memory footprint was at 900Mb. What I've done since: - Built a small airliner, took it for a spin, crashed it (cut thrust too early...) - Reverted to SPH, took new stock airliner for a spin, landed it safely After all these things, my mem footprint sits at 1.5 Gb. I've never experienced such things in 0.90. Thoughts? Tests? Advices?
  6. Also, I think that V-2 needs a major overhaul. Looks like fins just doesn't work as fins - you'll probably have to make them as separate parts and add some lift rating to them in order to work with new aero. That would make sense, BTW - we can get a large version of a new stock fin this way. EDIT Come to think of it, V-2 could be remade as a sounding rocket. - Fuel tank: the same - Engine: the same minus fins, also maybe less thrust - Fins - Probe nosecone is split to three parts: 1) Parachute on the top 2) Probe core itself 3) Service bay like the stock, with slide door to access the interior (just like the one on TKS). Place your experiments here. No heatshield or large heat resistance. Oh, and some sort of decoupler. All in all, it would be a great rocket to get some initial science around KSC using both stock and mod science parts.
  7. KW was never abandoned. Author stated right after 1.0 release that he is in the middle of exams right now and would update couple of weeks later.
  8. Looks great! Also, please NEVER EVER AGAIN show stock "fairings" and your beautiful mod in one picture. This explosive abomination does not and will not deserve such honor.
  9. No kidding, it's actually just came in Steam. Me and my tongue... Well, at least it's couple of hours, not days.
  10. And this, ladies and gentlemen, is why multiplayer should not be incorporated into KSP. The vast majority of multiplayer fans tend to be rather... aggressive, I would say. Much more aggressive than any singleplayer community (like that of ours). Don't believe me? Go to any MP game forum and read it for a while. Then go back here and compare. Do we really want to introduce that cancer of videogaming here? I think not.
  11. Nice! Now let's hope that Squad won't SUDDENLY release 1.0.2 (or 1.1, or whatever) couple of days later, reverting it again
  12. Try to delete your settings.cfg in KSP folder, and then try again. Looks like that you have some conflict between actual and requested screen resolutions.
  13. KSP to DDS converter (look for it on the forums, I've already gave the link in this thread or in MRS thread, I don't remember). 30 seconds of really hard work, including searching for mod folder and pressing the left mouse button (so hard!) Works like a charm.
  14. Aaaaand Squad broke it all again. They've reversed MaxThrust - now it's max thrust in vacuum, not the max thrust ASL.
  15. I certainly hope that it would eventually turn out that there is no viable way to make a multiplayer mode for KSP. Too many games today are focused solely on multiplayer (being that co-op or PvP). They might feature some singleplayer modes - but that's usually an one-shot short campaign (like Call of Duty) or just multiplayer with bots. Anyone who wish for a decent singleplayer experience has either to rummage through tons and tons of games in hope of finding something, or play old titles. KSP is a rather unique experience - it gives you a nice sandbox to play with, and it doesn't allow anyone but you inside. That's a way to go.
  16. The stock heatshield "bug" is actually just a design flaw - stock heatshields are defined as massless parts (PhysicsSignificance=1), and thus tend to destabilize the capsule. Setting that to 0 makes re-entries much more controllable. Now, the Taurus heatshield isn't massless, so CoM shifts down. I think the problem here is that it's too light - once ablator starts to burn out, CoM shifts up, destabilizing the capsule. To mitigate that, you should increase its dry mass - from 1 ton to, let's say, 2.5 or something.
  17. It's a bug with heat production of Soyuz engines (see couple of pages back). Should be fixed in the next release. Great Ariane! Small request - can you add small sepratrons to these nosecones?
  18. Mk1-2 pod can definitely survive a Mun return re-entry. Set your Pe at about 20 km and don't forget the heatshield. If done right, you'll even have some ablator left. Heat settings is 100%, sandbox mode.
  19. My best guess is that "charring shader" is tied to ModuleAblator. The less ablator you burned on re-entry, the less charred your heatshield (or capsule) would end up. You can add some ablator to the chute, but that wouldn't make any sense (and it's impossible to make them use the same amount of ablator during re-entry). Just assume that chute was protected by capsule and thus was unscathed by the heat
  20. For DDS conversion, you may try this: http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter
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