Jso

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About Jso

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  1. CommSat Transponder The purpose of this module is to allow any antenna or combination of antennas on a vessel to act as a relay. This is an early work in progress and subject to change. How it works Place a part containing a ModuleJmCommTransponder on your craft. The transponder will scan the antennas on the vessel and adopt the stronger of the strongest single active antenna, or combined power of combinable active antennas, and present itself to CommNet as a relay antenna. Each transponder has a maximum power. Multiple transponders may be added to a vessel increase the maximum possible relaying power. The transponders have no transmission capability on their own - the power will never exceed that of your antennas. Bandwidth as a limiting factor would seem to make more sense, but that does not appear to come into play on an unloaded vessel that is acting as a relay. TODO It appears to work but needs harsher testing. I'm still waiting for the gottcha. Parts - a test part using the small radial battery's model is included. Balance concerns. Non relay antennas are much lighter and cheaper than relay antennas with the same range. A vessel using a Communotron-88 as relay should cost and weigh about the same as one using an RA-100. Adding the module to a part MODULE { name = ModuleJmCommTransponder maxAntennaPower = 15000000 } Download Github Source code Github License This mod is distributed under the LGPL v3.0
  2. There's normally only an inch or two of clearance there. There are two alternate engines based on the LEM descent and ascent engines that provide a lot more room for additional hardware. I'm not sure there is one. Stick whatever you like on there.
  3. Looks good, I almost expect that hatch to open. The parachute texture seems out of place between the RCS and the docking port. I like the panels on the RCS better than the docking port, it's more subtle.
  4. That inspired this design Look in the Titan parts for a 1.5m nosecone.
  5. I've seen broken shrouds as well, though not on the pad, with BDB and non-BDB parts. I haven't investigated the cause. I usually reduce the thrust on my second stage Castor 120 and see the heat indicator show up at the end of the burn so the engine's own heat combined with drogue chutes hanging off the side could certainly put you in the splody parts range. A different thrust curve might help. A spent Castor 120 casing is only $650. I'm guessing the kongressmen pushing this recovery program happen to be from the districts that manufacture the chutes and heatshields. The tail first descent is because the part models were not centered. The CoM of the 120 is in the bottom third. Can't really discuss payloads without knowing the rescale in use for context. There's some data here that's fairly up to date. 1x is what it is, there's wide variation there.
  6. I'm not sure what you're getting at about the heat, but I'm a big Athena fan so we might be able to put some configs together in Extras. I've been considering swapping out the thrust curves on the Castor 120's anyway. They're somewhat flat, I think regressive would be more appropriate.
  7. Very stable. Something inside got hot but didn't explode. I'm not sure if that was just conduction on a low heat tolerance part or the shield not shielding the shroud area. The Landvasserwhatever is 87% scale.
  8. The Vorona alternate solar panels (CAE-E300 Vorona Solar-Thermal System) don't center under the cursor in the VAB and are difficult/unusable. Not just a little, it's way off. Is it possible to adjust the collider on top of the Vorona tank so Formalhaut is not clipping? With ejection force set to zero they separate forcefully due to that. Starting and stopping the SCANsat scan doesn't trigger the animation on the TRIXIE. Perhaps your SCANsat configs should delete the ModuleAnimateGeneric in those parts since SCANsat provides an interface to extend/retract, or Activate... The Laser! as the case may be. You end up with two buttons for triggering the animation. Combining the Imaging Data experiment with the SCANsat sensor on TRIXIE might be a bit much - maybe.
  9. We can stretch the Centaur D with Centaur T parts to make an Atlas V Centaur, but it looks crappy. An interstage/wide fairing base for the Atlas 500 series. Same for Titan IV.
  10. The Fomalhaut decoupler (CAE-D13-F Stack Decoupler) is bothering me. It works fine for mounting Fomalhaut on a Vorona, but if you try to use it as a regular stack decoupler it doesn't work. A. It has a top node, but that node doesn't decouple, the lower node_stack_fomal does. B. The lower node_stack_fomal node also interferes with the bottom node when you try to attach a slim part like a fairing base to the bottom. It catches the bottom node of the fairing base rather than the top. You could probably get this to work more as expected with a second bottom node on the heatshield positioned higher, and just the normal two nodes on the decoupler. While we're on the subject of nodes, I've never gotten the Torekka dish's struts to appear. I can't for the life of me connect to that other node. "NOTE: When mated to a 'Torekka' probe, utilize the antenna's top attachment node to enable its struts."
  11. I can't, but I'm bad with glyphs. And for me if you're putting numbers on the icon that represent something other than the actual diameter it's not really helping. I see "4" and think 4 meter. The size4p5 for 5.625 comes from size = diameter / 1.25. I think beyond size 4 where that method diverges from the 50%/33% progression it might make more sense to drop the precision and group similarly sized parts together. Are there so many 5m to 7.499m parts out there that lumping them all under size4 would be a problem?
  12. The densities you need for the liquids and gasses are in the resource definitions in the community resource pack folder. All you have to do is divide. The stock converter turns a kg of ore into a kg of LF/O without any loss, so ore can be whatever you want it to be. If you think of it as ice then producing hydrogen and oxygen is entirely plausible. A unit of ore weighs 10kg so you just have do do a little math to make sure the output doesn't weight more than the input.
  13. For what it's worth devices like this at the small enough to fit on the back of a truck size do exist in the real world, but you're a bit off the liquid gas ratios. Gaseous hydrogen converts to liquid hydrogen at a ratio of 788.0978865 to 1. That's the density of LqdHydrogen / density of Hydrogen. The evaporation process should be virtually free in EC terms since liquid hydrogen requires no encouragement to boil off into a gas.
  14. So it is. It's not so glaring in game. Did you enhance the panel edges or is that just the render vs in game?