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Kerbal space program 2 rotor
Kerbal space program 2 rotor












kerbal space program 2 rotor
  1. #Kerbal space program 2 rotor mod#
  2. #Kerbal space program 2 rotor archive#
  3. #Kerbal space program 2 rotor full#
  4. #Kerbal space program 2 rotor mods#

The aircraft is, again, close to the real specs. That was a treat to discover, as that tells me I'm VERY faithful to the design specs. I also discovered that my build had worked out so well, that I had to set up and simulate the fuel transfer of the real SR-71 to keep the CoM shift under control. The Bird, once it burned off more fuel, pushed all the way to Mach 4.01 and completed a FULL, round kerbin and back flight in 1 hour and 12 minutes (including takeoff and landing). And putting the control surfaces on back ended up being super easy due to that.Īs you can see above, I was pushing the redline on the engines trying to see if I could overheat them. Made it much, much more solid and smooth a structure to work with.

kerbal space program 2 rotor

Instead of bolting wing segments on left and right, I made the procedural wings into a solid single plane on each side, stuck the engine naccels on top, then offset the naccels down into position. I also tried something I didn't do with my last set of Birds. I built it to size and width specs from the SR-71 Wikipedia entry and eyeballed the diagram to get stuff in the right place. It actually flew nearly perfectly on its first test flight. Reckon I need much more fuel? (Though I am going to send up an additional fuel stage anyway after the science/habitation/docking/solar array sections are up.)ĮDIT: Added a second fuel stage today to bump it up to 10,000 units of fuel. The combined package so far contains 5,760 units of liquid fuel. Just four of the stock nuclear engines connected by trusses to a single Rockamax 32 Tank and twelve FL-T800 fuel tanks with a few RCS. Here's the current utility/service section of the Lykaios: So far, I've got the engine stage up and managed (after some stupidity with truss docking nodes) to follow up with the first fuel tank stage. It's meant to travel from Kerbin to another planetary body with a crew and smaller spacecraft and back, recieve refueling in liquid fuel, then set off again with a fresh crew.

#Kerbal space program 2 rotor mods#

Well, I took a few of the mods suggested amongst others, and after messing around dropping a few landers and a small moon base on Minmus with the aid of a skycrane, I've gone ahead and decided to build a reusable interplanetary carrier called the Lykaios. hell, even a small base just out of load-range from the KSC can be an incredible boon to one's budget.

#Kerbal space program 2 rotor full#

Point of fact, in most of my career mode saves I make getting a Minmus launch-site operational a high priority since it allows me to send fully recoverable craft full of valuable goods back to Kerbin to augment my budget. and something like EPL is essential to doing proper colonization, especially in career mode, where pure logistics flights may not be feasable due to budget constraints. I've used that particular feature on long-ranged probe missions to cut down on part count, since I can just haul a container of parts and assembly kit to the target SoI and build the actual probes as-needed once I get there.

kerbal space program 2 rotor

you still need to produce parts and fuel and such, but getting those production chains set up in-situ is a reasonably simple matter of landing a craft with a complete EPL chain on it and time.Īnd EPL works anywhere, even in orbit. Yeah, Extraplanetary Launchpads has bee a thing since. I'm waiting on updates to Kerbal Engineer Redux which calculates TWR & delV in the builder and provides a host of other info while in flight, and Gravity Turn, which automates launches to 80km 'cause by the 50th commsat I'm a little bored. Sounding Rockets - Early science bits but with a tiny seemingly-useless radial probe core that can be slapped on anything. Surface Mounted Lights - Little low-poly lights that are just so amazingly useful in a planet's shadow. Transfer Window Planner - tells you when the lowest delV to a planet will be and passes a reminder to KAC.

kerbal space program 2 rotor

Kerbal Alarm Clock - set a maneuver node on a deep space probe for 3 years from now, set a reminder in KAC and go do something else. Module Manager - Like script extenders for Bethesda games this is a foundation for other mods.Įditor Extensions Redux - reworks the symmetries and offsets in the builder.

#Kerbal space program 2 rotor archive#

CKAN (The Comprehensive Kerbal Archive Network) v1.24.0 - BruceĪfter a patch the big popular mods need updating but some are already done and out.

#Kerbal space program 2 rotor mod#

There's a mod manager named CKAN that scans the common repositories for compatible mods.














Kerbal space program 2 rotor