-
Posts
352 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vahal
-
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Oh, yeah, a very important stuff, the rover is prebuilt or built elsewhere on the craft then moved to the bay (when I'm too lazy to make a prebuilt (plus I don't rely too much on prebuilt, you have sometime bad surprises, like struts and fuel lines disconnected, I lost too much rocket due to these problems) -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
there are 3 possibilities: The bast imho is to place a decoupler at the bottom of the hold using some rotation and translation to make it right. drawback, it blocks the rear side of your rover. The classic is to place a decoupler above the rover. Problem, it force you to have a somewhat flat rover to be able to fit it inside the bay and to make it able to actually leave the bay. The worse is to place it below. Why worse? Cause you can be end with a stucked rover due to the decoupler blocking your vehicle. So you have to "cheat" with that and for example to place a decoupler and a separator so the mobile separator will move away the same time the rover. -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Ok, I can go back in my room and cry a lot again Where are the engines for this lander? I can't find how it landed safely without engines -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Doh! Historian working on 1.2? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Yup, cause white is nice of course, but a big red stick rushing to the stars through the clouds... Ahhhhh Or just for more diversity. -
[1.05] MovieTime v0.5 (May 7) - Olde Timey Movie and TV Effects
Vahal replied to bernierm's topic in KSP1 Mod Releases
Well, looks like nobody is going to update it. Sad cause it was amazing to make great screenshots but it wasn't its only asset. When you was on NV on the map mode, the game light was tweaked to show the planet and the spacecraft This screenshot was taken during night and you can clearly see the spacecraft and the planet. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
had this bug in the past and everytime that was due to conflict between Color Coded Canister and the part mod (MRS or SpaceY), one of them not being up to date. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
When I see my old screenshots, showing my monstrous asparagus rocket, barely flying, prone to RUD, overheat and acrobatics "manoeuvers" ... Yeah, all hail Space Y! Bonus, my rockets look gorgeous now Was the propulsion section for my last Interplantery Scientific Mothership during 1.0.4 -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Big parts + light memory print mod = heaven That made my life simplier but in the same time that was even more fun cause I finally could send to space my lovely behemots -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
nest for the little one, Beehive for the big one yeah that could be fun. I really like the Honeycomb And the engine, the Honeypot -
you need 0.625m cause the 1.25m would be too big. They had some problem to fit 43 engines on a 10m so on a 7.5m...
-
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
There is a very good mod called Lithobrake Exploration Technologies for landing stuff, plus due to the size of the beast, that would be a Space Y Explanded lifter you would need A big command pod like the PPD-1 from Near Future Spacecraft would be great to build a Duna Kolonization Ship since Necrobones makes light parts (which means mooooooooar mods ) -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
An Fuel Tank Plus too Both are must have. -
[1.05] MovieTime v0.5 (May 7) - Olde Timey Movie and TV Effects
Vahal replied to bernierm's topic in KSP1 Mod Releases
I can't agree more, this mode is a must have, my screenshots look so standard now that I feel sad everytime I see them. We need help here to save the kerbonaut Movie Time! -
Oh! That's a very good news! Will look at this good ol' mod . It's like meet again an old friend
-
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Without Real Plume With Real Plume (stock config) Bottom line, yes, SpaceY is compatible with this mod -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Use the offset tool to move the decoupler near the top of your booster so the force applied to the booster will push it away and at the same time push more the top of the boosters make them blooming like this: Even with 7.5m boosters I didn't feel the need for more boo... sepatrons. When I used flingatrons (from MRS) I placed a pair of them at the bottom of the booster and another one at the top slightly tilted like this: You can see the decoupler location near the top and the upper pairs of sepatrons. With this I can eject safely any sort of booster whatever their size using sepatrons or fligatrons. Their positionning prevent melting the other boosters or the central fuel tank, the booster being usually butt heavy the top is more pushed away than the bottom (plus the action of the decouplers helping that) and being slightly tilted slow the booster faster. But withe SY RD1 decoupler I don't need this design anymore, I place them like in the first picture and that's all. One thing I do is to use the offset thingy to clip the decoupler inside the boosters and central fuel tank cause I prefer to have my boosters quite close to the main body. By default I find the RD1 decoupler separate too much the boosters from the main body. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
Well, yeah, why not. @Necrobones, so it works like a charm. Surprised me the first time I saw the World Gymnastic Championship with my boosters -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
I would advise you the Lithobrake Exploration Technologies mod from Necrobones which add the nice big radial chutes, it saves A LOT of parts count (before I stacked several radial chutes, now, just one most of the time, 4 to my biggest LF/Ox stages. About those Nosecones sepatrons, they are nice but I have to reduce the thrust since it kicks a lot and I saw Jumbox2+Mainsail make a 270° at separation fearing that they smack onto eachother, ruining my day. With thrust at 50% it's perfect, the radial boosters bloom nicely without spinning. @krone12 longer 2.5m SRB? the last one is pretty huge. If you need bigger you should jump on the 3.75m ones. -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
No I don't use CLS, just the vanilla thingy If the nose of your ship looks like this there should be right -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
I use [always] this pod, especially for modular crew transportation ship and have no worry to transfer crew from this pod to any other ones, vanilla or modded. Something weird is happening to you (or to me and I'm lucky ) What can be problematic is to make the transfer window to pop up, sometime I have to move the cursor all around the pod hatch, and that happens too with almost all pods. -
[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
My first reaction looking at this thing was "mother of god! He lost his mind." then I read again and well, It's a crazy stuff, but as usual it's really well made! New challenge, transport the Sea Dragon from runway to sea. -
So I needed a new heavy tug
Vahal replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
I'm quite curious. Why making a generic tug when a dedicaced one would fit better? From my experience, tugs need arms with RCS/verniers thrusters at the end to be sure to have better control of the assembly. And due to space station modules, the shape of the arms has to be tweaked, adapted almost everytime. So a subassembly for the core, but the arms need to be built around the payload since the arms can't be too short or too long too narrow, too wide... So I just made disposable tugs launched with the payload and deorbited after they docked it, so It reduce parts count (all RCS and redundant SAS/fuel tanks/probe core/batteries/solar array/RTG are dumped with the tug) so my space stations aren't crippled by computer performance, and I can use them without playing Kerbal 1 frame per second Program (Parts count is an obsession ) -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Vahal replied to NecroBones's topic in KSP1 Mod Releases
I usually placed 4 radial chutes for my heavier 5m stages/boosters and that was more than enough: Here a quick example, my Olympus mothership lifter You can see on the first screen 2 of the 4 radial chutes I placed on the LFO boosters And here Stage Recovery indicating the speed for the empty booster speed (and its tremendous cost) so for a little 6t booster, one will be more than enough but as Kerbas ad astra pointed, Stage Recovery is THE mod you (we all) need to know how many chutes are enough