SpaceGreer Posted July 29, 2020 Share Posted July 29, 2020 21 minutes ago, BallistX said: Oh, basically a launchclamp-like part, that could work as well. It looks immense but the rocket is really small Haha, I meant 'immense' in the figurative - like 'great/awesome/brilliant'. Funny choice of word though! Quote Link to comment Share on other sites More sharing options...
Well Posted July 29, 2020 Author Share Posted July 29, 2020 4 hours ago, SpaceGreer said: This looks immense - can't wait. Also, looking forward to trying out 1.3! Thanks, that look immense, but it's not.. Kerbal for scale: (and basic color btw) Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 29, 2020 Share Posted July 29, 2020 3 hours ago, Well said: Thanks, that look immense, but it's not.. Kerbal for scale: (and basic color btw) Looks great - I particularly love the stairs so a kerbal can inspect the rocket! Quote Link to comment Share on other sites More sharing options...
BallistX Posted July 30, 2020 Share Posted July 30, 2020 9 hours ago, Well said: Thanks, that look immense, but it's not.. Kerbal for scale: (and basic color btw) That is absolutely amazing, definitely one of my favorite mods even though that wasn't even added yet, i also like the fact that it takes up the entire launch pad., Quote Link to comment Share on other sites More sharing options...
Well Posted July 30, 2020 Author Share Posted July 30, 2020 Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 30, 2020 Share Posted July 30, 2020 Just a thought - could you include a fuel tank in the pad, so you can start the rocket empty and fuel up...if you want? (I don't know how easy it would be to add a fuel tank)... Quote Link to comment Share on other sites More sharing options...
hemeac Posted July 31, 2020 Share Posted July 31, 2020 9 hours ago, SpaceGreer said: Just a thought - could you include a fuel tank in the pad, so you can start the rocket empty and fuel up...if you want? (I don't know how easy it would be to add a fuel tank)... There's an in-game mechanism to add a fuel/electricity generator via the config files that can be activated in the context menu to fuel up rockets prior to launch. Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 31, 2020 Share Posted July 31, 2020 Perfect! One of the things I like about Orbiter is countdown and launch can be a big deal. In KSP hitting spacebar sometimes feels unceremonial. So, fueling the rocket adds some suspense Can wander a kerbal around for inspection before too etc etc. I always wished KSP had a crawler which took your rockets to the pad (optional). Anyway, thanks! Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted July 31, 2020 Share Posted July 31, 2020 36 minutes ago, SpaceGreer said: Perfect! One of the things I like about Orbiter is countdown and launch can be a big deal. In KSP hitting spacebar sometimes feels unceremonial. So, fueling the rocket adds some suspense Can wander a kerbal around for inspection before too etc etc. I always wished KSP had a crawler which took your rockets to the pad (optional). Anyway, thanks! is your friend. Hope you like it @SpaceGreer! @Well looks excellent as usual. I haven’t gotten a chance to try the new “small parts” update but screenies will come by Monday. Quote Link to comment Share on other sites More sharing options...
Well Posted July 31, 2020 Author Share Posted July 31, 2020 For more "fun" i've decided to not use the "clamp" system anymore, and make it a decoupler.. that allow CRAWLER! Problem is now for animation of the decoupler itself, i need to see but the clamp system are probably going to be fix Quote Link to comment Share on other sites More sharing options...
Well Posted July 31, 2020 Author Share Posted July 31, 2020 The launch pad is made and adapted for Luciole and Heavy Luciole config : Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 31, 2020 Share Posted July 31, 2020 4 hours ago, Well said: For more "fun" i've decided to not use the "clamp" system anymore, and make it a decoupler.. that allow CRAWLER! Problem is now for animation of the decoupler itself, i need to see but the clamp system are probably going to be fix Oh wow! Thank you thank you! Looks great Quote Link to comment Share on other sites More sharing options...
Well Posted August 2, 2020 Author Share Posted August 2, 2020 (edited) A test with a rocket using CRE Black Knight first stage. So i think all 0.625 rocket match perfectly even with fins, probably 0.9375 rocket if you don't care about visually matching those clamp, 1.25 rocket are way too big in my opinion Edited August 2, 2020 by Well Quote Link to comment Share on other sites More sharing options...
Well Posted August 2, 2020 Author Share Posted August 2, 2020 I've also noticed the pad float pretty well so i think that open also other possibilities ( personnal pool included ) here an other test with "Grounded Modular Vehicles" mod Quote Link to comment Share on other sites More sharing options...
Well Posted August 3, 2020 Author Share Posted August 3, 2020 I add a smaller pad to reuse the same textures, only for the samll Luciole config without booster. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 3, 2020 Share Posted August 3, 2020 @Well could you make another variant of the pad, maybe a part switch, for the 4-booster variant of the Luciole? I use that config quite often for light Munar payloads in 2.7x. I would actually recommend that, with Knes parafoils for recovery, for all kinds of medium-light payloads. Quote Link to comment Share on other sites More sharing options...
Well Posted August 3, 2020 Author Share Posted August 3, 2020 8 hours ago, Clamp-o-Tron said: @Well could you make another variant of the pad, maybe a part switch, for the 4-booster variant of the Luciole? I use that config quite often for light Munar payloads in 2.7x. I would actually recommend that, with Knes parafoils for recovery, for all kinds of medium-light payloads. i don't think i could sorry. i could take a look but don't hope too much ( i can't make a pad for every config even is x4 booster is a classic ) Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 4, 2020 Share Posted August 4, 2020 Some screenshots for 1.3 https://www.dropbox.com/sh/bb1pijqbdufi8tt/AADNWkkWDz-vYIFEmKLjNKlha?dl=0 sorry for no eve or scatterer, I’ve been playing on a potato recently Anyone can use these if they want them. Quote Link to comment Share on other sites More sharing options...
Well Posted August 5, 2020 Author Share Posted August 5, 2020 Luciole 1.4 is online Luciole 1.4 [2020-08-05] ------------------------ - 2 New LaunchPad - Fix HyperNavier attach node - Fix Luciole Pod Engine Fx - Updated Craft Files Github / Spacedock Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted August 6, 2020 Share Posted August 6, 2020 9 hours ago, Well said: Luciole 1.4 is online Luciole 1.4 [2020-08-05] ------------------------ - 2 New LaunchPad - Fix HyperNavier attach node - Fix Luciole Pod Engine Fx - Updated Craft Files Github / Spacedock Thanks for this looking forward to trying it out! Quote Link to comment Share on other sites More sharing options...
Well Posted August 6, 2020 Author Share Posted August 6, 2020 I recommand the mod "Grounded" for all ground operation with the pad! Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted August 6, 2020 Share Posted August 6, 2020 Tried out the update earlier - launch pads are great! Thanks again. They look excellent and I love that you can attach fuel lines from the tower! Gonna Google 'grounded' mod. R Quote Link to comment Share on other sites More sharing options...
Well Posted August 7, 2020 Author Share Posted August 7, 2020 Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted August 10, 2020 Share Posted August 10, 2020 So what's next for Luciole? (Love the launch pads. Managed to do two simoultaneous launches by joining the large and small pads together!) Quote Link to comment Share on other sites More sharing options...
Daveroski Posted August 20, 2020 Share Posted August 20, 2020 The Goliath barely lost any ablator during Atmo braking at 40k from Mimnus. It also failed to protect the Walking Leaf mounted behind it which was destroyed by over heating. I had to reload a save, and then return at 50K. The Walking Leaf got overheated but managed to survive, after 4 times through the atmosphere during which time only a couple of units of ablator were used I managed to recover the craft. I expected 40K atmospheric entry from Mimnus orbit to be easily survivable. I expected to use a whole lot of ablator in the process. Heat is being transfered to the item behind the heat shield because the heat shield is not shedding heat with the ablator. Please fix this at your convenience. D. Quote Link to comment Share on other sites More sharing options...
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