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Michaelo90
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Everything posted by Michaelo90
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Turbofan burnout?????
Michaelo90 replied to LukeT93's topic in KSP1 Gameplay Questions and Tutorials
As the others said, it probably lacks either air or fuel, pics needed. Another thing though: For a spaceplane, the wheesley really isn't a good choice, you want to use rapier or whiplash. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Michaelo90 replied to Nertea's topic in KSP1 Mod Releases
This is great! I just wish the parts were just a little higher, so you could fit 3.75m parts nicely in the cargo bays. You can squeeze them in now but there's not even enough space left for RCS thrusters. -
You Will Not Go To Space Today - Post your fails here!
Michaelo90 replied to Mastodon's topic in KSP1 Discussion
I was scratching my head trying to figure out why I couldn't get to 5000 m/s delta-v for at least half an hour before I realised the atmo button in KER was pressed -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Oops, I never realised that was a dependency, it works now. Now I can use the stock tanks again without my eyes bleeding- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
I hadn't tried this until now, because I thought it was only the ends of the tanks that were retextured. The mod name is a little misleading And now I need it because your other mods make the stock tanks look really ugly Anyway, I get bad texture clipping issues, it looks like the game tries to apply lots of different textures. Mod list: CCC (obviously) SpaceY + expanded Mod rocket sys Fuel tanks plus Lithobrake (yes I like your mods ) Mechjeb KER KAC Taurus HCV B9 procedural wings RCS build aid Navball alignment indicator Chute safety indicator Toggle fuel cell- 356 replies
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Am I blind or is there no 7.5m stack separator? Not sure if I would use it but when there's docking ports there should be separators Also, a bigger conical payload bay would be nice, a 3.75m - 5m one, for using with 3.75m capsules. -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Would you be allowed to make a rhino cluster? I think four of them would make a really nice upper stage, and much more efficient than the dual emu. -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Almost 100t for a nosecone Keep going bigger until that is the dry weight -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Great, then I can make whackjobian clusters And without the need for girders to mount them, they can be even bigger -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
I love this! Big rockets are even more fun now! Just a few small things: The Emu engines doesn't seem to like being clipped together at all. Try mounting 8 in a 7.5m tank radius and they will lose all thrust. No other engine does this. I really like the surface attachment though A fueled nosecone would be nice, the adapter+5m nosetank is pretty ugly. Longer landing legs are necessary for landing SSTOs. And as I said in the original spacey thread, cargo bays for all stack sizes. -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Yes! Now I know what I'll do when I get home from work today -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Now that's what I call an engine! I will have a lot of fun playing around with these parts -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
Can you make cargo bays for 3.75m, 5m and 7.5m? I want to build russian dolls with rockets -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Michaelo90 replied to NecroBones's topic in KSP1 Mod Releases
I haven't checked this mod in a while and wow! So many new cool big things! I feel like the 7.5m launcher clusters needs a bigger base engine though, a 3.75m single nozzle launch engine would be nice. -
As someone who has never owned a console and probably never will, I have nothing against console versions coming out, as long as it doesn't negatively affect the PC version. Since another company will do the porting, that shouldn't be the case, and the only effect should be more money to squad to make the game better. I am a bit worried about how they will adapt the controls to hand controller though, since over half of the keyboard is mapped.
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Yep, pretty cramped in there, and it feels a bit cheaty too. And the probe core torque is pretty much nonexistent, which is probably the main reason it took 3900 m/s to get it to orbit. But it's possible to fit two chairs in there. It's so cramped they fuse into one but at least he would have some company Their eyes actually line up so it looks like one pair of eyes with two pupils each
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I slimmed my plane down and used another ascent path and reached 3505 m/s in 80*80 km orbit I might be able to get a bit more out of it Val, can you use mechjeb to measure how much delta-v you use to get to orbit? It's under the recorder tab. I managed to get to orbit with 3591 m/s with my new ascent profile
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Nice! My attempt is similar with one nuke and one rapier but I abused clipping to make it really compact and have the thrust in line. The four fuel tanks are clipped almost completely together, the nuke is clipped into the rapier, and the RTG is clipped into the nuke Also, because of all the clipping, the CoM doesn't really move at all, the dry CoM marker is actually activated in that screenshot Seems like you're much better than me at piloting a low-TWR spaceplane since I only got just over 3k delta-v left in orbit even though I had more fuel. Here is my craft file if anyone wants to try it, someone might get more out of it than me Use action group 5 to dump the nuke fairing.
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I just quickly slapped together a plane that reached a 77*77 km orbit with just over 3000 m/s of delta-v left with just under 15t on the runway. That could be able to do it, but I'll try to improve the design and my piloting a bit first to try to get a bit more delta-v in orbit. Edit: No delta-v improvement, but some other small improvements to the plane. I'll try to get it to Laythe tomorrow.