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Leszek

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    Sr. Spacecraft Engineer

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  1. Hello Beale It has been a long time. Last time I was here was 2021, but I am glad to see this mod is still under development. One thing I would like to point out, I am not sure if you noticed, but all the Soyuz and LOK fuel tanks are set to crossfeed = false (the vehicle tanks, not the LV tanks.). This means that while they carry fuel that fuel isn't actually accessible making the part useless. Well if you empty the fuel in the VAB you can use it for decoration. This has been the case for several versions now. This isn't a problem for me, I have gone into all 4 of those tanks and just removed this line from the config. Since they are still in there, it seems like you haven't noticed? Anyway, I just wanted to make sure you are aware if you were not already. I didn't have time to search back through the thread so I hope I am not pointing the same thing out for the 100th time. Leszek
  2. I am sorry to hear that. Non-the-less, thank you very much for a glorious mod. It has been one of my required KSP Mods since almost the start. I have below a link to a KSP Vostok that was made using this mod before Tantares LV was a thing. Circa 2014. 7 years. My gosh. https://www.dropbox.com/s/83yo55opd630tx5/front_Vostok 4_4.png?dl=0
  3. AFAIK that is just flavour text. Beale can correct me if I am wrong but I don't think the part is intended to cause rotational forces.
  4. I am not using FAR either. Try the "B" radial tanks instead of the "A" Variant and see if you can reproduce my results. Also if you have Kerbal Engineer you can see the torque change, with the "A" tanks I have 3.7 kNm which is enough to trow things off, the same rocket with the "B" tanks has 0. P.S. I tried to launch an N1 and found there are no parts for it. So I got the N1 Folder from TantaresLV 13 but this didn't work. I got my downloads from Spacedock.
  5. Hello and good day. I hope I am contributing with this bug report, I did go back and check the thread but this issue has been around a while and I don't seem to have any luck searching the thread with the search tool. I have noticed that the Soyuz LV tends to want to torque around a bit. After some experimenting, I have narrowed the issue down to the 4 radial fuel tanks. Specifically the "A" variant tank, the "B" variant doesn't seem to have this issue. Something is ever so slightly off with this tank. Thanks for your time and thanks very much for the lovely, lovely mod. Leszek
  6. Thanks very much. I seem to be missing this part. If I search for either Hermes or Mercury I get the same parts but no interstage. Maybee I should download BDB from Github? Is it possible the spacedock version doesn't have the part? It is also possible I just don't have the tech researched but I can't find it in the tech tree either. Both Github and Spacedock show the version is 1.6.2. That is what I have.
  7. So I just downloaded the latest version from spacedock and started a new career. I am ready to orbit with Mercury Atlas and find the parts don't match up. I have checked the Wiki: https://github.com/CobaltWolf/Bluedog-Design-Bureau/wiki/Atlas for clues but it doesn't seem to have any. I went back through this thread to page 624 and didn't find anything. (Though it is a lot of content and I may have just not seen it.) I searched Bossart and Hermes to see all the related parts but there isn't anything obvious. Now I am sure this has come up before and probably I am just being an idiot, so please have mercy. How do I build a Mercury Atlas now? Edit: Specifically the Mercury capsule doesn't line up withe Atlas.
  8. Crap well something is wrong and perhaps it is a mod or something. The thing is that the normal planes I make and fly don't work anymore. The one in the screenshot has lots of troubleshooting to still fail. But for the life of me I can't figure out why if it isn't 1.8.1. Sorry I should have made it more clear but I spent a lot of effort. That plane is heavily modified when the ones I normally make didn't work. Those are canards on the front and yes the elevators are close to the center of lift on this one, they weren't originally. The closer your center of lift to the center of mass the less leverage you need to control the plane and one of the last things I did was move the wings forward to make the difference between the two smaller. This does weaken those elevators but the canards are still good and this plane should be more than able to fly. Something is definitely wrong and if it isn't 1.8.1 then it must be a mod. I am just not sure which one would make this kind of difference as I am using stock aerodynamics. Thanks anyway for your input guys. At least I can figure it isn't KSP and I may have been looking in the wrong place. Update: Now that I know it was a mod the only thing I could think of is the airplane autopilot mod. Turns out it that was it. The newest 1.8 version isn't out yet but the build the modder pointed out seems to resolve the issue. I didn't think this mod made those kind of changes.
  9. Even after the 1.81 update I notice that basic planes don't want to fly as the control surfaces do not have any authority. That is unless there is something I am missing. Anyone else having this problem? Screenshot: https://www.dropbox.com/s/2buc8ve4bsk2j77/screenshot0.png?dl=0
  10. Am I the only one? Nevermind, found it right after posting this.
  11. In addition to the above. There is a bug that I don't know how to trigger yet where in if you have two engines for your first stage (Actually any stage but for your case the first one in particular) and use a thrust limiter in the VAB, sometimes it only sets the thrust on one engine. This can cause asymmetric thrust at launch. Just another possibility.
  12. The problem is that even ignoring atmosphere the final altitude of your vehicle doesn't depend only on DV. The initial TWR matters. Looking over the complicated formulas provided earlier, I think they account for this. But I personally don't want to do a page of math every launch. So you have two options, make a spreadsheet to do the math for you, or you can think of it by rules of thumb. For the same DV, the rocket with the higher TWR will go higher. For the same TWR, the rocket with the higher DV will go higher. For best height, maximize both. In atmospheres, maximize both until .9 Mach. Then throttle down to 1.25 or so TWR until 1.25 Mach. Then give'r. I know there isn't any math in this post but it once you distill down to HG = v^2/2 I think you are loosing enough accuracy to not really matter.
  13. Yep for me too. I see you are a bug exterminator. Are you submitting the bug report?
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