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Angorek

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Posts posted by Angorek

  1. 4 hours ago, milosv123344 said:

    I am currently playing with RSS , any edits i can make to use the clouds on real planet earth? It would mean everything to me!

    Install SVE + my fix,  then go to orbit (using hyperedit for example) and open GUI with Alt+0. You can change clouds parameters there. You can change between plugins for city lights, atmo, etc, with horizontal arrows so find the one that makes clouds. Now you should see buttons named Kerbin-Cirrus, Kerbin-Clouds Volume etc. these are clouds layers. You can click them and edit below, I suggest editing DetailScale parameter :wink: (I can`t help you much, I basically just change random values and see what happens, until it looks good :D ) After changing anyhing click apply to load changes, and save if you ar happy with the result to change it permanently. 

    19 minutes ago, svendii said:

    I'd love to use that mod for the visuals and the sense of scale. Though I'm not a fan of having to use a Saturn V to send a cubesat to space (slightly exaggerated but you know..). Does anyone know a way to have such a mod and still be able to send kerbal-level payloads to orbit?

     

    The thing is you can play with stock parts ! In stock system you need about 4000dV to reach orbit, here you need about 5000-5500dV. But it requires more skill to reach space. If it is too hard, you can use the mass.cfg file included, that will reduce your parts weight to 70%, increasing dV :wink: You can change the value by opening this file in notepad. Now it`s 0.7, where 1 is 100% of original value.

  2. About

    Re-edition of mod that I made 1 year ago. 

    It is a simple pack that makes stock planets and their orbits 4 times bigger. Stock system gets boring after some time, and RSS is too hard for most of the people. So I made it 4 times bigger, it`s still playable with stock parts but gives a nice challenge. Outer Planets Mod compatible. I`ve also added modified Stock Visual Enhancements config for clouds. 

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    Required mods : 

    - Kopernicus 1.1.1 (included)

    Recommended mods : 

    Distant object enhancement

    Stock Visual Enhancement

    Planet shine

    Texture replacer

    Exdraxial HD planets textures

    Rareden`s skybox or any other of your choice. 

    - Scatterer  (might not work with all the features. I play with disabled godrays) 

    BIG THANKS TO GUYS WHO MADE THIS MODS 

     

    DOWNLOADhttp://spacedock.info/mod/796/Kerbol system 4x + clouds + OPM

     

    Installation guide : 

    1. Start from a "clean", mod free game, or backup your saves and make sure you have no other Kopernicus or visual mods.

    2. Download and install all the recommended mods you want.

    3. Open rar file and you will see 4 folders :

      - Gamedata - copy its content to your Gamedata folder. Contains only Kopernicus and rescale configs.

      - Visual fix - Fix for Stock Visual Enhancement. 

      -Outer Planets Mod fix -Fix for OPM. Keeps original settings, it only makes orbits 4 times bigger to match other planets. 

      -Optional configs - contains two files : mass.cfg which reduces parts mass to 70% and Solar Panels.cfg which reduces solar panels power to 12%. Copy them to Gamedata if you want.

     

    Future plans :

    None. I`m not a mod maker, I`m just customizing KSP for myself, and I`m sharing this config as some people from facebook group liked it :wink:  

    Licence

    Do whatever you want with this, as long as you respect licences from used mods. 

  3. @castille7 Sorry, I didn`t see your answer. I would say 4, maybe 5. The hardest thing is aerodynamics - finding the ballance between good looking and good flying :D If you have a working shuttle that glides well, sending it to orbit is a piece of cake. 

    @SpaceToad OMS run on liquid fuel and oxidizer, and yes they are rescaled Vectors. Fuel for them is located in the tank at the back, and inside the wings. 

  4. @pTrevTrevs It`s old KSPRC for version 0.25, modified to work with 1.0.5. 

    Well :

    - KSPRC 1.0.9 for 0.25 with deleted extlayer and auroras

    - KSPRC fo 1.0.5 - Kerbin textures, as well as some smaller ones for smoke, plumes etc.

    - Rareden`s Skybox

    - Plugins from EVE 7-4-LR

    - Scatterer with tweaked water settings. 

    You can download it here : https://www.dropbox.com/s/mvq0dl61d272nh8/GameData.rar?dl=0

    I take no credit for that. I`ve just made the old KSPRC work with 1.0.5 and tweaked it "for my taste" as the new KSPRC is too heavy for me. (crashes, crashes everywhere ! ) If you like it support the author ! 

     

     

  5. Update ! 

    Soyuz arrived ! Kvant-2 is now rotated to the correct position. Also space shuttle docking adapter has been added, but due to shuttle docking port malfunction, docking could not be completed. Next mission starts soon !

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  6. Hi !

    I`ve build myself a new space station, first for a really long time. 

    It does nothing special, just orbits. It`s supposed to be a replica, is it good ? You decide :P 

     

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    Mir_Space_Station_viewed_from_Endeavour_

     

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    MODS : 

    - Tweakscale

    - Infernal Robotics (hinge for the antenna on Priroda module) 

    - AIES (2 antennas)

    - Dmagic Orbital Science 

    - Near Future Solar

     

     

     

  7. Thanks guys !

    3 hours ago, SpaceToad said:

    Only question is, why the 1.0.2 B9 Wings?

    These are the first ones I`ve found. I`ve downloaded it some time ago, and I`m sure it`s working with these. 

    3 hours ago, Majorjim said:

    I would have preferred to see it made using stock parts though

    I`m not a big fan of stock builds. I`m using mods, because I like them ;) I`m sure it could be build using only tweakscale (for cargo bay and engines) but I don`t like these slim stock wings. 

    1 hour ago, SnakyLeVrai said:

    Look for the Kanadarm addon.

    Thanks ! I`ll look into that, these beams are very wobbly indeed. 

    59 minutes ago, Majorjim said:

    What visual mods are you using @Angorek?

    Well :

    - KSPRC 1.0.9 for 0.25 with deleted extlayer and auroras

    - KSPRC fo 1.0.5 - Kerbin textures, as well as some smaller ones for smoke, plumes etc.

    - Rareden`s Skybox

    - Plugins from EVE 7-4-LR

    - Scatterer with tweaked water settings. 

    You can download it here : https://www.dropbox.com/s/mvq0dl61d272nh8/GameData.rar?dl=0

    I take no credit for that. I`ve just made the old KSPRC work with 1.0.5 and tweaked it "for my taste" as the new KSPRC is too heavy for me. (crashes, crashes everywhere ! ) 

  8. Hi !

     

    So that`s my newest creation ! Small Multirole Shuttle called Hermes. 

    It`s inspired by ESA Hermes shuttle, which unfortunately never flew. 

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    It comes in three different versions : 

    - 500C (crew) - used for crew trasnport, 2 Kerbonauts + pilot. Equipped with fuel cell, retractable docking port and 2 solar panels.

    - 500S (service) - equipped with robotic arm, fuel cell, retractable docking port and solar panel. Used for servicing satelites and space stations.

    - 500T (transport) - Used for sending new satelites to orbit. Equipped only with fuel cell, for large storage volume. 

    Launch system consists of external tank and two liquid fueled boosters. ("Safety, is number one priority" - Crazy Russian Haker) Flies amazingly well ! 

     

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    So now some game stuff...

    Mods needed :

    - B9 Procedural wings -> USE THESE

    - TweakScale 

    - Infernal Robotics

    -Kerbl Joint Reinforcement ( will probably work without, if not add more struts :D )

    - Adjustable Landing Gear (Included into download, because it was posted on KerbalStuff which is dead)

    - Tweakable Everything

    - Also I`ve modified stock KS-25 engine, to make it`s ISP closer to the original. If you don`t like it, you will have to build new launch system. (Included)

     

    Some notes on usage :

    - If it`s too wobbly during takeoff, reduce engines gimbal range in the VAB. (I`m using 10 on main engines, and 5 on booster)

    - Be sure to lock tanks in the shuttle before lift-off, or it will drain fuel from then and you will be stuck on the orbit. Unlock them after decoupling of the external tank. There is one on the back, and one in each wing. 

    - Roll is achieved only by reaction wheels. It`s a little bit too nervous with ailerons controlled roll, but you can turn it on any moment. Do not turn it on during ascent. 

    - THERE ARE NO RCS. I`m using the ones from AIES, but i don`t know if it`s still available for download so I`ve deleted it. I`m part clipping them inside the fuselage for good look. 

    - Re-entry is hard, do it slowly (75-75 orbit, set PE to 30-35km), deploy airbrakes, and keep AoA of 20 degrees and it should be fine. 

    - Landing gear is part clipped into the fuselage. You can move your camera in hangar so you  "get inside" the cockpit or tank, and you can change/remove it.

    - Robotic arm is very slow. Because in space there are no forces keeping you craft in place, so when you act on a part, it acts back on your ship. If you don`t want it to drift away or wobble, do it slowly. Patience required.

    - Do not use main engines without external tank, use OMS instead. 

    - Don`t forget to turn on fuel cell before reentering, or you might get suprised when electricity runs out.

    - Remember to take RCS fuel ! 

    - Everything is attached to the fuel tank, so you set it as a root part, and attach whatever you want between cockpit and tank. 

     

    Game photos : 

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    DOWNLOAD https://www.dropbox.com/s/egovi5e0uv7g7fe/Hermes%20500.rar?dl=0

    WARNING ! Add something, for ex. small round battery pack between "Claw" and the rest of robotic arm. Takes 5 seconds to do, kills the Kraken. 

    Enjoy and leave feedback ! 

     

     

  9. Hi ! 

    I`ve got an idea ! Could you add a View Cube to the SPH/VAB ? I got this idea while working in Autodesk Inventor. It shouldn`t be hard to do, and it would make building vehicles, especially aligining wheels a lot easier ! 

    Just one click, and your view is perfectly aligned ! 

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  10. 17 hours ago, Mad Rocket Scientist said:

    Very clever design!  How long can the glider glide for?

    Not very long, best cruising speed is about 35m/s with descend 5-6 m/s.

    I`ve build a new version ! Much more simmilar to the original one, with a lot more power !

    Also new, dual-seat glider, it`s based on SZD-48 Jantar. Although they are not very useful, I`m planning to add electric motors and use it to explore Duna, Laythe and Eve :D 

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  11. Hi !

    It was another boring weekend, so Bob decided to have some fun in his glider ! The towing plane is PZL-104 Wilga, (I have sentiment to this plane).

    Four mods needed - > Tweakscale, Real chute, KAX and KAS. Take command not needed, but highly recommended. 

    Glider is quite hard to fly, I need to build new one. I suggest changing the hook mount in it also. 

    DOWNLOAD : https://www.dropbox.com/s/i8ehk7lddhc00ws/craft.rar?dl=0

    By pressing Abort you disconnect the cable, and open parachute on the plane, so you can continue flying the glider.

     

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    Accelerating slowly..

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    Full throttle !

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    We are airborne ! 

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    And the original one :P My uncle used to fly on this !

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  12. Hi !

    I`ve build a stock Soyuz rocket, and I want to share it with you ! It was used for Apollo-Soyuz mission reconstruction : http://forum.kerbalspaceprogram.com/index.php?/topic/129547-soyuz-apollo-orbital-rendezvous/

    It has 193 parts including 4 launch clamps. Flies perfect !. 

    Reaches 220km orbit, with 50 degree inclination without problem. 

    Mechjeb or Kerbal enginner is recomended to monitor TWR, but you may also use stock G-meter near Navball :D (but it`s less precise) 

    I lift off at full power, and fly straight up, after reaching 150m/s start the gravity turn by pitching to 5 degrees. After reaching 10km, I pitch to 10 degrees, then 15 at 15km and so on, up to 35km. I constantly throttle down to keep the TWR at 1.9-2.0, and try not to pitch more than 35 degress before decoupling boosters. because rocket might flip over) Because it`s so wide on the lower part, you need to fly at low angle of attack. (keep prograde as close to the navball marker as possible) 

    After decoupling boosters I throttle up to 100%, and pitch slowly to 90 degrees. Third stage should be fired with 20-25% throttle as it has TWR = 5. 

    Do not jesttison the Launch Escape System tower before jettisoning fairings, as it causes bugs. 

    Mods needed :

    - TweakScale 

    - Smart Parts ( for launch escape system) 

    - Tweakable Everything ( make sure solar panels have disabled SunTracking ! )

    - Real Chute

    - Kerbal Joint Reinforcement (probably very wobbly without it ) 

    - Module manager (You probably already have it ) 

    I`ve also added a part to download, it`s resized stock Mk2 lander can, and a patch for module manager to make struts stronger.

     

    Action Groups :

    - 9,0 - reserved for Smart Parts

    - Abort - decouples crew module, and fires escape rockets, with Smart Parts it`s fully automatic. 

    - Gear - deploys KURS antenna and periscope. (made of landing gear :D must be retracted before reentry)

    - Lights - toggles the light (acting as window) in orbital module. (won`t illuminate other ships) 

     

     

    DOWNLOAD https://www.dropbox.com/s/mnr7kmlc4rxq8rh/Soyuz.rar?dl=0

    (Mod for the launchpad is Kosmodrome, requires recompiled dll from the Kerbal Konstructs thread, and a module manager fix which you also find in that topic, at the last pages) 

     

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  13. Hi !

     

    I`ve made a reconstruction of ATSP Apollo-Soyuz Test Project mission from 15th July 1975 !

    The mission was a mile stone in a history of spaceflights. The moment when two ships docked, ended The Space Race, and the competition between Soviet Union and USA. 

    Models are 100% stock, with few minor mods, that improve gameplay. 

    Mission went great ! I had a lot of fun building, and designing these crafts, espcially Soyuz ! This rocket is just so beautiful with it`s 20 engines :D 

    The first one to lift off, was Soyuz, 15th July 1975 12:20UTC. It was launched from Baikonur in Kazakhstan.

     

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    First stage separation. The apoapis at this point was at 65km, with inclination of 51 degrees. 

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    Second stage separation ! 

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    And third stage separation ! 

     

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    Soyuz is ready for operation. 

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    The second one to launch was Saturn IB with Apollo and docking adapter. The adapter was needed not only because of different docking ports, but also because of different atmosphere composition in both ships. It was launched the same day,  19:50 UTC from Cape Canaveral. 

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    First stage separated.

     

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    And it is on orbit ! 

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    Houston... We`ve got Soyuz in sight. 

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    Time to go home ! 

     

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    Orbital module jettisoned.

     

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    And Service Module too. 

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    We won`t be needing heatshield anymore.

     

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    Apollo is coming back too ! 

     

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    And lands safely in the Kerbaltic Ocean. 

     

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    Thanks for reading ! I`ll post craft files in a few days. 

    Mod list :

    Spoiler
    - TweakScale
    - Scaterrer
    - Real Chute 
    - Smart Parts (timers for Soyuz emergency system)
    - Fasa Launch Towers
    - Kosmodrome ( with Fix for 1.0.5 It can be found at the end of Kerbal Konstructs topic)
    - Tweakable Everything 

    Also Kronal Vessel Viewer screens if you want : 

    http://imgur.com/a/MbTAP

     

    Cheers ! 

     

  14. Thanks again !

    Very nice craft ! I was too lazy to make square wing.. pylons ? I don`t know how it`s called :cool:

    I'm having issues with scaled down engines getting above 1,500 - 2,000M which in turn limits Spaceship One's ceiling

    I`m using stock, non-scaled turbojets,it flies about 80m/s and climbs very slowly. It reached 7km over the mountains and it seemed to be maximum.

    Also I used only a little fuel in SS1, i think something around 25-30%, and it reached 95km. If I hadn`t forgotten to transfer fuel from the nose tank to the tail it would easily reach 120km.

    if you would like the craft I'd be more than happy to share.

    Yes please !

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