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Everything posted by narhiril
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
narhiril replied to shaw's topic in KSP1 Mod Releases
Jeb, Molly, and the Kerminator. I'm having way too much fun with this mod. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
narhiril replied to shaw's topic in KSP1 Mod Releases
Day one. Work begins on the "Kerminator" Synthetic Astronaut Replacement. -
I'm currently working on versions of the "checkerboard" parachutes from the 1960's, but I'm certainly open to the idea. Got any requests?
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I made an add-on like this in the very early days of KSP for personal use, so I thought I may as well update it for 1.2 and release it to anyone else who might want it. This is a pack of parachutes based on the designs of model rocket parachutes over the years - predominately from the Estes company. Parachutes are functionally identical to the stock mk1 parachute aside from also being radially attachable. -Estes Red (10") parachute -Estes Orange (12") parachute -Estes Purple (18") parachute -Estes 'Retro' parachute -Quest Yellow+Red parachute Image Gallery: Changelog: v1.1 (1/23/17) -added Quest Yellow+Red parachute. -parachutes are now radially attachable v1.0 -initial release Pick it up here: https://spacedock.info/mod/1033/Estes Parachute Pack Source: https://github.com/narhiril/Estes-Model-Rocket-Parachutes (also available on CKAN) Licensed under
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
narhiril replied to stupid_chris's topic in KSP1 Mod Releases
Looks like another "must have" for me. Awesome! -
Final update: All eight crew members are now back on Kerbin safely, and the ship has been moved to a parking orbit at 1k km. I brought the lander down by itself to get the full !!SCIENCE!! reward from the landing on Gilly. Currently, I am assembling another ship in orbit. Target: Duna and Ike.
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What kind of planet would you want in KSP?
narhiril replied to LtHeckard's topic in KSP1 Suggestions & Development Discussion
1) A planet that has been broken into fragments in the very recent (geological) past by an impact. 2) A "hot jupiter." A gas giant very near the parent star. -
If you're not running Linux, it doesn't matter. KSP won't ever use more than 4GB (and if you've got literally anything else on your comuter, it's more like 2-3GB) of RAM because it's a 32-bit application, and the devs can't make it a 64-bit application to remove that restriction because Unity 64 for Mac and Windows is a buggier piece of crap than that dumpster at the end of the first Men In Black movie.
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
narhiril replied to codepants's topic in KSP1 Mod Releases
This is fantastic. Definitely downloading and contributing! -
After landing all over the Mun and Minmus and completing most of the tech tree, I decided to try my hand at sending a large-scale manned vessel to Eve with several objectives. -Assemble an interplanetary vessel in orbit. -Transport crew to Eve orbit for fantastic views and !!SCIENCE!! -Drop probes on Eve, in both the ocean and on land for !!SCIENCE!! -Take surface readings and samples from Gilly for return to Kerbin. -Plant a flag on Gilly. -Return the entire crew and Gilly lander safely to low orbit around Kerbin. -Leave no debris, only the two Eve probes and flag. -- Crew (I don't like them all having the same last name, so I change it up, but keep "Ker" in all of them): Bill Kerman - Pilot, Mission Commander Johannes Kerpler - Navigator Elwood Proker - Flight Engineer Herla Othker - Co-Pilot Neddy McKermick - Flight Surgeon Orson Kerbbs - Planetary Geologist Selleth Kerdub - Aphid Lander Pilot Melville Kerman - Poet (Jodi Foster kept bugging us to send one, so we did). -- Engineers at the KSC designed a number of modules to be assembled in orbit to form a fully operational vessel for this task. -A command module, with comms equipment, scientific instruments, and cockpit for three Kerbalnauts. -A habitation module, with a solar array, batteries, two observation decks, and space to house six Kerbalnauts. -A payload module, with several docking ports and attachment nodes for probes and/or landers. -A propulsion module, with a huge fuel capacity and sixteen LV-N nuclear drives. -Two "Gnat" class lander probes. -One "Aphid" class lander. The modules were assembled in orbit (four launches), crew and payloads were brought to it (two launches), and the vessel was filled with rocket fuel (four more launches). The ship's modules were docked together with Clamp-O-Tron Senior docking ports and then welded together with KAS mod's EVA struts for stability. Dubbed the "KSS Serapis," our interplanetary voyage was finally ready to begin! Mods used: Kerbal Attachment Systems (KAS) Chatterer (for radio communications sounds) Kerbal Alarm Clock Aviation Lights (b/c awesome) -- Fueling up for the mission. Kerbin escape burn in progress. After a very long flight, we approach the purple world of Eve. Here is the ship lining up for an aerobrake maneuver. The KSS Serapis, silhouetted over Eve. Observation deck shot of Eve, 1 of 2. Observation deck shot of Eve, 2 of 2. After braking in the upper atmosphere of Eve, we performed a very short burn to pull the periapsis out of Eve's atmosphere, leaving us in a highly elliptical but stable orbit. At this point, we detached the two "Gnat" probes. We wanted to land one on Eve's surface and another in one of Eve's oceans. The way the planet was currently rotated, the ocean probe was sent first. After safely deorbiting and deploying its parachutes, it landed safely. Eve Probe Alpha, splashed down. Unfortunately, the solar arrays on this probe mysteriously broke after a few days, so it's no longer functional, but it did survive long enough to send back valuable temperature, pressure, and gravitational scans from Eve's oceans. After waiting for two more orbits, Eve had rotated enough for us to aim for a huge mass of solid ground with our second probe. Eve Probe Beta, landed safely. With both Eve probes landed and no lander capable of mustering the kind of dV necessary to return from Eve's surface, the KSS Serapis performed two burns to set up an encounter with Gilly. The ship over Gilly, with Eve visible on the right side. Gilly from the observation deck. Orbiting Gilly. Once we were in a stable orbit around Gilly, Selleth Kerdub and Orson Kerbbs climbed aboard the Aphid lander and undocked from the main spacecraft. The Aphid descends towards Gilly's surface Gilly's surface from the lander, about 4km up. Landed, Selleth descends the ladder to the surface. Success! The two Kerbalnauts took a full compliment of scientific readings, EVA reports, crew reports, and surface samples before planting their flag and balsting back off to rendezvous with the KSS Serapis for the return home. There were concerns that the 3k fuel left in the tanks would not be enough to get back to Kerbin, but luckily, we were flying two probes and ~7k fuel lighter than when we left Kerbin. It turned out to be enough to get home and even get to a stable, low orbit. Leaving Gilly. The Aphid lander was re-attached to the nose of the KSS Serapis, crew transferred back to the habitation module, and we waited for several weeks as our transfer window came around. A passing glance at Eve from Bill Kerman's seat as we prepare to burn our engines towards Kerbin. Our trajectory, leaving Eve's orbit and encountering Kerbin. Entering the Kerbin system - our first glimpse of home. Getting closer... Aerobraking over Kerbin. With the last of our fuel reserves, we put the fully intact KSS Serapis back into a stable orbit around Kerbin and began the process of returning the noble crew back to Kerbin's surface. Currently, two of them are down safely with the Aphid lander, while the rest await an orbital transporter to ferry them back down. Mission status: SUCCESS
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Well it took me about 25 tries, some of which were tantalizingly close, but I finally got a working SSTO spaceplane. Here's the Peregrine. In flight: Screaming through the atmosphere: Orbit: Labelled as ModCraft, but it's basically stock. It has a grand total of two mod parts on it and neither of them serve any important purpose to flight - just a dorsal KAS refuelling port and a Chatterer box to simulate radio chatter. Not the biggest, not the prettiest, and not the best SSTO spaceplane out there, but it got the job done with fuel to spare for docking, and for me, that's a huge milestone.
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Mecha Pants' Misc Science fiction ship warehouse!
narhiril replied to Mecha Pants's topic in KSP1 The Spacecraft Exchange
I hope so, too. In the meantime, you might be interested in this... -
Here's Kerbin, Mun, and Minmus from the command module of Tranquility Station (orbiting Minmus).
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Central Citrus: Mobile Command Rover
narhiril replied to lemonhands's topic in KSP1 The Spacecraft Exchange
Bravo. Excellent work. -
That's definitely one of the more creative landers I've seen thus far, using the landing legs to prop yourself up for takeoff.
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I decided to take a crack at a similar project. Here's the Halcyon Planetary Explorer above Duna. It carries a crew of 11 comfortably and has an Altus MkIII lander docked on the front port in this picture. It went from Kerbin to Duna, moved into an orbit around Ike, and rendezvoused with an unmanned ship in Ike's orbit. The unmanned ship was carrying another lander, which was used to land on Ike and return to orbit. The Halcyon then transferred to a low orbit around Duna, where the Altus lander successfully landed and returned. The crew was transferred back to the Halcyon and the lander was left parked in orbit. Here are a couple more shots from that mission. Assembly: Transfer to Duna: Rendezvous with Ike lander: Ike landing: The Halcyon in orbit over Duna, seen from the Altus MkIII lander: Duna Landing: Waiting for transfer window back to Kerbin. Ike can be seen on the left, with the silhouette of Duna on the right:
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One of my Kerbalnauts standing next to the Haruspex lander on Ike. And here's the two-man Altus MkIII lander on Duna. Being quite large, this one took some complicated aerobraking to land safely without burning up too much fuel, but was able to descend, land, and then rendezvous again with an orbiter 90km above Duna. Though successful, future manned missions to Duna will probably use smaller landers and pack parachutes. Using Duna's atmosphere to brake from orbital velocity (the lander actually had to ascend after this to avoid crashing into higher terrain): Landed on Duna's surface, panels deployed: Ascent from Duna: Docking with the orbiter: The lander was left parked in orbit while the orbiter is currently waiting for a transfer window back to Kerbin. Meanwhile, back on Kerbin, components for a manned mission to Gilly and a series of probes to Jool's moons are starting to be assembled in orbit.
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SPACE STATIONS! Post your pictures here
narhiril replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Here's the Kerbin Equatorial Station (creatively named, I know), my first crack at a modular station. The central module was launched first, followed by the habitation module for additional docking ports, and then the fuel reserve was added later. The two craft docked with the habitation module are of identical design for resupply and crew transfer. K.E.S. sits in a nearly circular orbit of between 198 and 200km. Mods used: Quantum struts (for stability) K.A.S. (mostly because it looks cool) Chatterer Kerbal Alarm Clock -
Mecha Pants' Misc Science fiction ship warehouse!
narhiril replied to Mecha Pants's topic in KSP1 The Spacecraft Exchange
These are quite beautiful. I, too, like to put a little too much flair on my spaceships. -
Yes, but... Not the most visually appealing.
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I suppose the logical next step would be to create a version that can be stacked vertically. Colony ship, anyone?
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Attempt #3 (#2 crashed into surface lol): Closest pass: 1.6km Orbit: Peri 2447m, Apo 2527m Sorry for the extreme angle on the pass shot, but it was necessary.
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The concept is simple. Land a craft on the mun, then launch another craft to orbit the mun. Try to get the orbiter to pass as close as possible over the landing craft. ===================== Rules: -Orbiter must be in a stable orbit. A stable orbit is, for the purposes of this challenge, defined as 'able to make five complete orbits around the mun without adjustment burns or crashing into terrain.' -Orbital eccentricity is not an issue. -No 'autopilot' plug-ins. -Advanced SAS, SAS, RCS, and mod parts are allowed. -The lander cannot be moved once it has landed. -Debris does not count - both vessels must have active crews. ===================== I\'ll go ahead and get the ball rolling here with my best effort. Closest pass: 6.3km Orbit: Peri 5443m, Apo 6234m TIPS: -Circular orbits are not required, but they make things easier, so you might want to try for one. -Try to plant your lander on high terrain, if possible. -Challenge is on the honor system - I know what MechJeb can do, I want to see what YOU can do. -Bonus points for flair, of course.
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I want a planet named 'Urist.' Naturally, it\'s a dwarf planet.