biohazard15
Members-
Posts
2,071 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by biohazard15
-
Nice LES! BTW, why do you want to save your engine? Real thing on Soyuz T-10-1 dragged away only orbital and descent modules, as seen here (Also, it was the only actual LES usage in spaceflight history).
- 22,524 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Cannot Confirm Options
biohazard15 replied to Sabeta's topic in KSP1 Technical Support (PC, unmodded installs)
Open settings.cfg, as vexx32 told you, and find SCREEN_RESOLUTION_WIDTH = 2560 SCREEN_RESOLUTION_HEIGHT = 1440 FULLSCREEN = False First two is self-explanatory; change third to True to enable full-screen. As alternative, leave it in False, create a shortcut to KSP.exe and put -popupwindow in its launch parameters; this will launch KSP in borderless window, which is in some cases preferable to full-screen (notably if you use OpenGL) -
Um, I don't know about FAR re-rentry profile, but with NEAR+DRE I can make a nice landing with pilot alive and kicking. Maybe you're opening your chute too early (I tend to open it at less than 300 m\s), or your trajectory is too steep?
- 22,524 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
That would be nice, by the way - at least for Soyuz (with corresponding LES). Not sure about Progress - for example, I often insert additional 1.25m module (snacks, Station Science experiment or Kibbal storage tank, etc) between control block and engine. That means if you make a fairing suitable only for "stock" config, it would be of no use for me and anyone who likes to customize their Progress. Anyway, fairings "roadmap": - Universal fairing base\decoupler for future R-7 - Lower fairing half - universal part for both Soyuz and Progress - Soyuz fairing - with 1.25m mounting place on top, for LES. Has decoupler. Attach it to Soyuz docking port and use action group (decouple fairing + activate LES) to jettison. - Progress fairing - simple nosecone with a fairly powerful decoupler. Can also be used for Vostok - Custom LES - optional.
- 22,524 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
RD-107 (boosters) has two vernier thrusters and slightly higher thrust than RD-108 (core), which has four verniers. There are several options: - First: make two engines - one with gimbal for core stage and one without gimbal, but with higher thrust, for boosters. A good example of it is LV-T-30\LV-T-45 pair. - Second: make one engine with gimbal for core stage, and make booster as one part (like NP Soyuz boosters) - Third: make both core and boosters as one part, like TLV's 1st stage Also, consider making small winglets for boosters (FAR\NEAR-compatible, if possible). Performance: I think I wrote about it earlier, but still: - Boosters+core: Can launch Sputnik (1-1.5 tons to orbit) - Add a small 2nd stage: Vostok (can launch Vostok or small sats) - Add a large 2nd stage: Modern Soyuz (can launch Tantares, Hamal, large sats)
- 22,524 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
This is simply AWESOME!!! Can't wait for the release! Would there be some custom decouplers? Also, it would be a nice touch to add small separation rockets (facing core stage) to the side booster nose, to help with separation (and Korolev's cross).
- 22,524 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
1180 hrs, according to Steam, but I moved to several installs since 0.23.5 - so it's about 2000+ hrs, I guess.
-
Since I use NEAR, there is almost no point in asparagus. Especially baceause I also use KW Rocketry and NovaPunch, which add some powerful engines and large fuel tanks.
-
Just tried it, and I like it! Keep up the good work!
- 720 replies
-
- mrs
- modular rocket systems
-
(and 1 more)
Tagged with:
-
With the help of cargo bay end cap from KM Special pack (located between 2.5m SAS and fuel tank, upside down) - it has two attach nodes, first is used to attach central engine and 2.5-1.25m fuel tank, and second is used to attach decoupler for engine cowling (also upside down). No clipping or Alt-F12 involved. The engine cowlings are made from KM shrouds. Start TWR is 1.2-1.3, depending on payload. Works like charm with NEAR
- 22,524 replies
-
- 1
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Woooooo!!!!! Vostok! In a slight twist of history, I present to you: Vostok-Atlas!
- 22,524 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Useless for me (as I can make OpenGL shortcut in, like, 5 seconds), but could be useful for someone who has problems with that. BTW, consider forcing -popupwindow flag (borderless window). OpenGL works somewhat better with it, at least for me - without it, KSP can sometimes revert to windowed mode during initial loading and\or Alt-Tabbing.
-
Below 100 km: Test flights 100 km: Safe orbit for in-system operations 120 km: So-called "Atlas orbit" (I have an Atlas replica that ends with its 1st stage at the orbit; since I don't want to add retroboosters and KSP don't have atmospheric drag to deorbit it, I just launch it at 120 km to ensure some safety. There is about 25 Atlas debris up there already) 150 km: Interplanetary transfer orbit 200-300 km: Space stations
-
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
biohazard15 replied to ferram4's topic in KSP1 Mod Releases
I have a question regarding the fairings. The question is, why is my ship isn't shielded (by all logical means, it should be - there is no openings between fairing and LES) and how do I make it shielded? "Delete LES and use usual fairings" is not an option I've tried to add a second ring between LES and ship to make fairings clip there, but that didn't work either - the payload is still labeled as unshielded. Or I should go somewhere else with tht question (like PF thread)? -
Explore contract spawning appears to be buggy ATM. 1) Save your game on the Space Center screen (make a unique save) 2) Alt-F12, Contracts, Add; click on "H" button at ExploreBody contract. Hit it several times if you want a multi-contract mission (like Duna-Ike or Eve-Gilly). 3) Go to mission control and look at what spawned. If you like it - accept, if you don't - load your save and repeat p.2. Note that you can get a multiple contracts for one body by spawning them that way; just reload your save and gamble again.
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
biohazard15 replied to Tiberion's topic in KSP1 Mod Releases
This is intentional. Defining node sizes for SAS modules produce some strange behavior - your ship can become unstable. Stock 2.5m SAS also lacks node size in its config. -
I stand corrected. I've just realized that you in fact CAN view your reputation points in game. You need to recover a manned vessel; then, in mission summary window, go to the Crew tab, and you'll see your points. Just launch Mk1 pod and recover it, like I did here: Note that my reputation is high; that means I don't get any points from a mission with reward higher than 111 points (1000-889=111).
-
I want to ask: how hard RSS relies on Realism Overhaul and other hardcore realism mods? I'd like to make myself a dedicated RSS build to fly in sandbox mode, but I want only FAR and DRE from the "list of recommended mods", and I definitely do not want Realism Overhaul. Obviously, I'll need RSS heatshields, but what scares me is many references to RO in that DRE config (the one from OP in DRE thread).
-
Although I don't accept every contract in my career, there is indeed something strange with Explore contracts. My sequence are: - Mun - Minmus - Eve - Gilly - Duna and Ike (appeared almost simultaneously; interesting, but Ike contract spawned before Duna. Completed in one flight) My current contracts is Pol and Bop (before Jool!). I've used Alt-F12 menu to spawn several Explore contracts (save before trying this, as these contracts cannot be declined) - all I've got in addition to Bop and Pol is Jool. The Jool-Bop-Pol mission is cruising through interstellar space as I write this. That being said: try to spawn ExploreBody contract through Alt-F12 (use H (Hard) variant, it seems that there is no easy or medium variants of ExploreBody).
-
Some time ago, I've seen a mod that adds folding wheels (just like these on Curiosity). The problem is that I can't find that thread now Forum search and Google returned nothing. Please help Note: it's NOT Portable Rover Components mod.