biohazard15
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Kopernicus Core - Version NAN - Outdated
biohazard15 replied to _Augustus_'s topic in KSP1 Mod Releases
Is there any limit on planets? When I'm installing all three expansion packs (Serious, Trans-Keptunian, Urania), Urania doesn't loads fully - I get only Urania itself and Rhea. EDIT: Nevermind, just rummaged through Urania's cfg and saw that there is only two planets so far. Any ETA on full version? -
Kopernicus Core - Version NAN - Outdated
biohazard15 replied to _Augustus_'s topic in KSP1 Mod Releases
Does it break science archives like original PF did? -
Or use some low-profile decoupler found in many mods (my favorite is one from NovaPunch). Stock 2.5m decoupler is ugly, IMO - it totally breaks nice, sleek designs with its fattiness and yellowness.
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Aaaand that's a bummer Or maybe not a bummer, but we just need to push harder
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Okay, let's write out a kind of roadmap for that hypothetical "Fuji Pack". 1) Capsule: - Current Fuji capsule, duh. You might want to expand it to, say, four crew members. That will make it the favorite for Mission Controller's Civilian Contracts (you have to "send civvies in space". Civvies are represented by empty seats, there can be up to three of them. You see where it goes) - Heatshield OR - Just merge capsule and heatshield, that would be the best solution. - (OPTIONAL) Firespitter for easy texture swap (gray\yellow\green) OR - (OPTIONAL) Three different capsules, each with its own textures OR - (OPTIONAL) Same as above, but make colored variants as a separate install. 2) Engines: - Light engine: Current Fuji engine. Fairly inefficient, you won't make a Mun fly-by with it. But it's cheap and comes early in tech tree. - Heavy engine: 4-nozzle advanced engine from MAN Project. More efficient, but has less thrust. Recommended for Mun fly-bys (use big tank!) OR - Light engine: Can do a mun fly-by - Heavy engine: Can enter Mun orbit, perform some maneuvers (docking to a space station, for example) and still be able to return 3) Fuel tanks: - Big tank (aka current tank): Can send Fuji to the Mun or Minmus fly-by if used with heavy engine. - Small tank (US Ball): Can be used only for Kerbin orbit, but it is cheaper than large tank. OR - Big tank: Essential if you want to do something around the Mun. Use heavy engine for that - Small tank: Can do a Mun fly-by with heavy engine, can achieve KSO with light engine. 4) Orbital modules: All of them can hold 4 Kerbals. They can be used to construct a space station (there are space station assembled from what appears to be Fuji orbital modules at one of the pictures) - Fuji OM: Basic OM that is used for Fuji and MAN Project. Color: Tantares Grey - US Ball: It's yellow, it's round, it can't be used as space station module. Intended for orbital excursions. Has a large viewing blister on top. No top decoupler node. Cool IVA. Color: Yellow! - Soyuz-type OM: Green egg-shaped OM, otherwise identical to basic Fuji OM. Color: Green - MAN Project OM: has bult-in KAS containers and enlarged LF\OX\monoprop\etc storage. Can be (and should be) used as cargo ship. Might have no or reduced space for crew. 5) Other hardware - Fuji Solar panels - Fuji RCS mount - (OPTIONAL) Fuji RCS blocks - (OPTIONAL) Decoupler - (OPTIONAL) Parachute - (OPTIONAL) Docking port 6) Soyuz-specific hardware - Soyuz-type engine\fuel tank: Essentially an enlarged TST engine. Can send the ship to KSO, or maybe even Mun fly-by. - Soyuz-type decoupler\shroud: Used to attach Fuji capsule+heatshield to the aforementioned engine. Look at DRE's Mk1-2 heatshield and decoupler for inspiration. Or just re-use TST stack separator. - Soyuz-type solar panels: You may employ a new design, or just re-use some of your old panels - (OPTIONAL) Soyuz-type RCS: 4-way RCS, looks like small RCS from RLA, but its size is comparable to stock RCS
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I. Want. That. Yellow. Ball. Like, NOW! More pics here Actually, that pic might be a great inspiration for a dedicated Fuji mini-pack: - Fuji capsule and heatshield - Fuji engine, RCS and solar panels - "Heavy" engine (4-nozzle on MAN Project), small fuel tank (on US ball) large fuel tank (current Fuji fuel tank) - Soyuz-style engine\fuel tank (essentially a 2.5m version of same part from Tantares), RCS and solar panels - Three orbital modules (the one from MAN Project is Fuji module with some additional hardware, which purpose is unknown - station building, maybe? It might be represented as KAS containers and\or additional fuel tanks) - Parachute, decoupler and docking port (optional)
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Great Fuji! Some things: 1) It seems to me that you forgot the hatch 2) How about to make fuel tanks texture more bright (like Near Future hydrogen tanks)? Currently it is too bleak to pass as golden foil, IMO. 3) Solar panels - do you plan to do a new part for Fuji, or re-use one of your other panels? I'm asking because old Fuji has one major design flaw - its solar panels were attached to the air I suggest making some holders, like that for RCS, that would be attached between fuel tanks.
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And... wht is it, exactly? Scenario? Contract? Something other? No pics or description = no dl's, sorry.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
biohazard15 replied to Nertea's topic in KSP1 Mod Releases
Actually, it would be hard to replicate that design, not avoid that. An-124's nose gear (you can see gearbay doors at the nose) has kneeling feature, to reduce loading height and loading ramp angle (you may notice that the aircraft on the photo is tilted forward). -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
biohazard15 replied to Nertea's topic in KSP1 Mod Releases
Beautiful parts! One thing, though - please add Deadly Reentry support. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
biohazard15 replied to nightingale's topic in KSP1 Mod Releases
Great job! Is it possible to add two things? First, VesselSpawner - which would spawn a ship at specified orbit, just like Kerbals from rescue contracts (I'm not talking about surface spawn now, just orbit). The vessel itself comes from Ships folder (i.e. it's possible to spawn, say, Aeris 3 at LKO, or any of your designs, or a design which comes with contract pack). It cannot be controlled until docked with. Second, completion (or failure) of another contract as a requirement of spawning of the next contract. You can see why it's needed - with it, it would be possible to set up a full-blown, non-linear, story-driven campaign.- 5,201 replies
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ksos causes crashes?
biohazard15 replied to jake9039's topic in KSP1 Technical Support (PC, modded installs)
Judging by your mods, it looks like you're in excess of memory limits. KSOS is probably the "heaviest" mod out there, and it's not recommended to run it with other memory-demanding mods like LLL or KW. You should install ATM and\or run KSP in OpenGL mode. -
Is there any chance to disable Tweakscale in MRS, or get a version that haven't it? I use TS only with several selected parts, and I'd like to remove it from MRS to avoid any accidental scale changes.
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Please be careful here. If you nerf the core stage, it may be impossible to replicate Soyuz-2.1v (Soyuz-2 without boosters). With current engines, it sits at TWR 1.24 and total dV about 5000 m\s (with 2 ton payload) - which means a bare minimum to achieve LKO with stock aerodynamics. By the way, it is surprisingly stable with FAR (I've upgraded from NEAR), even with all engines at 100% thrust.
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I love the Soyuz! One thing, though: TWR is still too high, IMO. With a 10 ton payload, it sits at 2.55 (according to MJ), which is not good for FAR\NEAR and\or DRE users. Also, Soyuz engines has no smoke FX in atmosphere.
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It can get even weirder The Blue Bird also can carry a small screw-propelled ATV - it is used to reach places where truck itself cannot drive (heavy swamps, for example). Soyuz usually lands in Kazakh steppes, not far from Baikonur, so it is rarely used. Sadly, it's impossible to recreate it in KSP without special plugins (and we don't actually need it since there are no realistic terrain in KSP).
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How do you use the grappler or is it for show?
biohazard15 replied to Merlin's topic in KSP1 Gameplay Questions and Tutorials
Or you can use the Klaw in a fashion. -
Beale, how about something completely different for your next project? ZIL-4906 "Blue Bird" - SAR truck that is used to retrieve cosmonauts and capsule after landing. There are two versions - passenger and cargo. More photos Even more photos Possible parts list: - Base - 6 nodes for wheels, 1 node for cockpit, 1 node at the top (for passenger compartment or flatbed). Also contains ECharge and RTG (engine) - Cockpit - for 3 Kerbals - Wheel - well, it's round. - Paasenger compartment - mounts on top, entry hatch is on the rear. Carries 5-6 Kerbals, also has KAS container - Flatbed - Now it gets complicated. To be able to use it as the real stuff, you'll need at least two mods - Infernal Robotics (for the crane) and KAS (to grab the capsule and secure it on the flatbed). - Small things, like lights, antennas, etc. It needs to be relatively heavy (real stuff weights almost 12 tons) and sturdy (means high crash tolerance). Usage: Fetching your cosmonauts and capsule, and bringing them back to KSC. So, what do you say?
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What he meant is that you should add a "hidden" decoupler to the LES, the one that doesn't have a staging icon, but activates along with the LES when you fire it through staging. That way you'll be able to jettison LES by staging, and you won't need to waste an action group or add a decoupler.
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A cool color diagram of Soyuz abort modes (sorry, in Russian): 1-2-3 is a normal launch 4-5-6 is a 2nd stage abort (controlled reentry) 7-8-9 is a upper atmo abort (ballistic reentry) 10-11-12 is a lower atmo\launchpad abort BTW, one thing: at 11, you can see a small engines on LES, these are used to separate fairing w\OM inside from CM. Can these possibly be done in one part (i.e. you have two separate SRBs, with their separate fuel tanks, that could be staged independently)? I had a several close calls with standard 1-stage LES, so it could be a really welcoming addition.
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I have the same problem now. I have the latest versions of TweakScale and DMagic (0.8.6.1 and 1.47, respectively). Removing any Tweakscale references in DMagic cfg's fixed the bug. Also, please consider making Tweakscale (and any other mod) support as separate patches, not entries in the part config itself. For example, I don't use Tweakscale with most mods that it supports, so I simply delete respective configs.