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OhioBob

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About OhioBob

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  1. Thanks for bringing this to my attention. I'll have to take a closer look at the intensity curves - there may be other scenarios where adjustment is needed. Thanks for the offer to share the curve, but since I need to review all the different installation options, it will probably be best to just redo it all myself.
  2. @Me.hasOwnProperty isHappy, it's impossible to have two surfaces one on top of the other. So in your scenario, it's possible to have a deep crack or canyon with a lake at the bottom, but the lake must have open sky above it. It can't extend underneath a rock overhand for instance.
  3. Stock + OPM + MPE + GEP (secondary) should work fine. If left unmodified, Soden's orbit would take it beyond the orbit of Grannus (possibly crossing into Grannus' SOI eventually). I left Soden's periapsis unchanged but significantly lowered its apoapsis. Grannus' orbit is also changed when MPE is installed. The orbit of Grannus was originally designed to accommodate OPM and GPP, not MPE. With MPE installed, Grannus is moved to more than twice its original distance to accommodate the large orbits of the outer minor bodies. Soden's was so extreme, however, I changed it to accommodate Grann
  4. The OPM and GEP Tracking Stations are identical. There is coordination between the mods to assure it gets added once and only once. It depends on how you have the mods installed. I'm assuming you have the stock solar system with OPM added, and GEP installed as a secondary star system. Is that correct? In that case the OPM orbits are not modified at all. The only MPE body to have its orbit changed is Soden. If you have some other installation, such as GEP_Primary, then there could be many orbit changes. GEP works with SVE (assuming, of course, that you have the stock plane
  5. This may be obvious, but also make sure at least one of your crew is a pilot. Scientists and engineers can't control a spacecraft.
  6. Should be OK provided you don't have any craft landed on, orbiting, or in transit to the planets added by OPM. Anything related to the standard stock planets should be unaffected.
  7. You're right, I messed up the staging. After fixing the staging, I have the same problem as you - the first stage engine won't ignite after SRB separation. However, stage 1 separation and stage 2 ignition now works correctly. As far as the SRBs having insufficient thrust, I'm using BetterSRBs (I failed to mention that).
  8. I'm getting mixed results. It works fine with your GT-Test-2, but when I tried it on one of my saved craft, I got some weird results. I also tried building a new craft and it didn't work. Here's my results: GT-Test-2 - works correctly. Old saved launcher - This craft includes radial SRBs and engine plates with multi-engine configurations on the second and third stages. During launch the SRBs did not separate after burnout (I had to stage them manually). After burnout of the first stage, the stage automatically separated at the engine plate, but the second stage engines did not i
  9. I get the same result. 1 & 3 works, 2 does not. #2 is the exact scenario that I attempted to describe in my bug report.
  10. @linuxgurugamer, I don't know if this has been mentioned before, but I've got a bug to report. Gravity Turn's automatic staging doesn't work when an engine plate decoupler is used. Regular decouplers work fine, but whenever decoupling is to be done using the decoupler built into the engine plates, nothing happens. I always have to decouple manually using the space bar. Once decoupling is complete, the engines will ignite automatically, so that part works. It's not that big of a deal to manually decouple, but it would be nice if it worked automatically as it should. I've experienced this
  11. How far is too far? Grannus is about 95 au from the sun at game start. It closes to within 88 au before traveling out to a maximum of 206 au, but it takes 900 years to reach that far. I estimate that with standard propulsion it's possible to reach Grannus in as little as 20 years. Grannus has seven planets, which is more than you want, but I you can always remove some if it's too hard on your system. To remove planets from a planet pack, just write a patch like this: @Kopernicus:AFTER[PlanetPackName] { !Body[PlanetName1] {} !Body[PlanetName2] {} // etc. } Remember that
  12. Are you planning to rescale the system to something larger? Because if not, changing the parts as suggested would make the game ridiculously easy at stock scale. It's already too easy for many people as is. If you plan to play the game at stock scale, I wouldn't recommend changing the parts. On the other hand, if you're planning to play RSS, or rescale the stock solar system (or another planet pack) to lifesize, and you're not interested in Realism Overhaul, then you might try looking into SMURFF. I've never used it myself, but I think it will do what you're asking for. If
  13. But there's actually a logic behind 6.4x. It is generally accepted that the scale of stock parts is about 1:1.6 in comparison to real life parts. That is, stock 2.5 m parts compare favorably to real life 4 m parts. It has been common in RSS to multiply all the parts dimensions by 1.6. The logic behind 6.4x is that instead of resizing the parts to fit the universe, the universe is resized to fit the parts. In other words, 2.5 m parts are to 6.4x as 4 m parts are to RSS. It might make sense to go with something like this... 1.585^0 = 1 1.585^1 ≈ 1.6 (probably not needed) 1.585^2
  14. I've never considered that. Of course just having a flat thrust curve doesn't do anything to provide compatibility with stock because other stuff changes too, like thrust and specific impulse. It would probably be feasible to make one of the fuel grain options "stock compatible" that would change everything back to the stock values, but that's not something I'm interested in doing. You are correct, the first number is the fraction of fuel remaining and the second is a thrust multiplier. The third number is the slope in and the forth number is the slope out. For instance, we
  15. UPDATE Version 1.2.4 Changelog Added support for Mk3 Stockalike Expansion. See opening post for download link and instructions.
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