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Michaelo90
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Everything posted by Michaelo90
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So I'm just starting to play ksp again, 2.5 years later, and this problem STILL exists! This mod is useless, is there another fairing mod out there that actually works?
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
The crew cabin and the cargo tail are indeed buggy, they don't shield anything, and it breaks any cargo bays connected to them too. However, if you put a drone core or service bay between the buggy part and the rest of your cargo bay, everything will be shielded! -
[1.12.x] SpaceTux Industries Recycled Parts
Michaelo90 replied to linuxgurugamer's topic in KSP1 Mod Releases
Ooh, I didn't know about that mod, I would use that if I hadn't manually modded my parts already The mass of the 3-man pod is 2,72t, 0,9 per kerbal. Taurus is 7,9 without solid fuel, 1,6 tons "too heavy", which still feels a bit too heavy for the abort motors. Empty separatrons with the same thrust is 0,55t. For comparison, the amalthea 7 crew capsule from near future spacecraft, in lander version with abort engines and prop turned down to similar delta-v, weighs 6,9t for a slightly bigger capsule with full rcs built in. I feel like taurus could lose at least half a ton, I will do some reentry testing. For aborts, I would rather use the abort action group than change the staging around to use it. Disabling staging wouldn't disable that, right? It doesn't for decouplers at least. As I said, it should be an option, so if you want to abort using the staging, you still could. -
[1.12.x] SpaceTux Industries Recycled Parts
Michaelo90 replied to linuxgurugamer's topic in KSP1 Mod Releases
I really like the taurus capsule from rs capsuledyne, but I feel like it could use a little update. First off, it lacks inventory slots, but I see that the current version is originally made for 1.8, so I understand why. Second, it feels a little too heavy, but that might just be my opinion. I don't mind these two things too much, I can fix that myself. But my big problem is with the abort motors. I really don't like having them in the staging menu, I'm afraid I'll trigger them accidentally. I wish we could toggle the staging on or off to avoid this. -
I'm having problems with excessive drag. The fairings themselves are fine, but the part below the fairing base gets a lot more drag than normal. It seems to have about 100x more drag than when I use a stock fairing. Does anyone else have the same problem? I'm running PF 1.8.3 with KSP 1.9.1. Other than that, I love the mod. It makes fairings so much easier and they look much better too. But when they actually create drag, they're useless
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I made a full size starship SN5 replica and landed it on the VAB: Not a perfect landing but whatever. It even blows up its launch mount, just like the real one:
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I think we should be able to see the tourists destinations in the mouseover panels in the editor crew tab, where you can see your real kerbonauts abilities and flight log, so we can pick the right ones easier. I know you can see it in the contracts window, but I think it would help, and it shouldn't be hard to add.
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Are you working on a 1.9 version?
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Are your mods 1.4.5 compatible? Ckan says only 1.4.4... -
Spaceplanes don't reduce the delta-v requirements, they actually increase them a lot for a normal spaceplane ascent because you stay in the atmosphere a lot longer, causing lots of drag losses. The reason spaceplanes are efficient is because they normally use jet engines to gain a lot of their speed, and jet engines are a LOT more fuel efficient than rocket engines.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
I rebuilt the craft from scratch twice just to be sure. Here is a screenshot of my plane with drag info if it helps. Look at the drag on the short fuselage to the left. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
This does not fix my drag problem, the short fuselage behind my large cargo bay still gets way too much drag, and replacing the cargo bay with an empty extended fuselage still fixes the problem. Also, I noticed that if I remove the short fuselage and attach my dual adapter (which I had behind the short fuselage) directly to the cargo bay, it becomes shielded. I don't know if this happened with the previous patch. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
The drag problem seems to affect the crew cabin too, a tank behind it gets way too much drag just like behind a cargo bay. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
I don't know if I did something wrong but the game says the part doesn't exist now :/ -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
My plane couldn't even go supersonic with almost all tanks empty and a 4.5 twr, with a tank it did it like it was nothing even with twice the weight. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
There seems to be a problem with the cargo bays (or at least the biggest one, I haven't tested the others). They don't seem to occlude the part behind them properly when closed, which means that the part behind it gets 10-20 times more drag than when using an empty tank of the same size instead. At least for my plane, that made it impossible to get supersonic -
They just want to test their new sea dragon prototype, but they couldn't figure out a way to move it to the sea, so they did it the kerbal way and flooded the ksc instead!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
Seems like all three fuselage lengths have the same volume and dry weight. Really nice mod though -
Quickload is broken
Michaelo90 replied to Not a Cylon's topic in KSP1 Suggestions & Development Discussion
What about a confirmation window that also gives you a timestamp for the quicksave you are trying to load? -
Just attach the nuke to the back of the rapier and use the offset tool to clip it inside. I used that trick to make a 15t SSTO with 4300 m/s dv in orbit