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tehmattguy

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About tehmattguy

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  1. I think so, at least partially. Going through the patch notes I did see this line: "Fix trajectory changes during rotation caused by MinRBMass being too high" Looking at the Physics.cfg shows that they've reduced the partRBMassMin from 0.03 to 0.002. So it seems like the new minimum part mass is 0.002t rather than 0.03t. I tried weighing some of the previously affected parts and they do appear to be at the correct weight again. However there a few parts listed under 0.002t, namely cubic octagonal struts, navigation light mk1s, lightstrip mk1s, and some flag parts. I was g
  2. Oh yeah, I had been testing my stages individually to an extent but not with placeholders. I'd originally wanted to test fly my S-II using a simplified S-IC but I guess I got too caught up in the idea of all-up testing. But yeah, using placeholder stages definitely seems like a good idea going forward. And thank you!
  3. Waiting on a certain bug to be fixed before continuing on my Lunar Module... In the meantime I started putting together some stages for a full Saturn V build. S-IC, featuring custom F-1 engines inspired by @Yukon0009 's designs. S-II with aft interstage and more custom J-2s. Both stages installed with the S-IVB and CSM. The S-IVB holds ~17 tons of ore in place of the LM to save on partcount/framerate during testing. Here the Saturn V is looking pretty much complete aside from some surface details which will be added later. Currently the build is sitting at over 26
  4. Thanks! Also, the craft file for the scale has just been added to the bug tracker page.
  5. Still working on that Lunar Module, this time I've installed it in the S-IVB. The CSM/ LM/ S-IVB combo seems to be working well from TLI to lunar landing. Still thinking I may have gone overboard with part count, though. Altogether this assembly stands at well over 2000 parts, even more than my entire N1 build.
  6. @AlamoVampire No doubt they've changed how part mass is handled but the problem is just that the effect can be pretty extreme and is not recorded anywhere in-game. If my scale experiment is to believed, grip pads now act ~15x heavier than they used to be. Some of my rockets, which use a lot of grip pads and robotic parts, are losing hundreds of m/s delta-v just from this effect. My Duna lander in particular loses 600m/s by the time it reaches orbit. This is in spite of the game telling me that the rocket's mass and delta-v is exactly the same as before. That's the whole reason I bring up thi
  7. Oh yeah, I'm familiar with this part of the update but my issue doesn't have anything to do with crew mass (probably). What I'm seeing is that specific parts or part combinations act much heavier as of 1.11. For example, the small grip pads are listed at 0.002t in the editor, but in flight they act as if they're actually 0.03t. Another oddity is that physicsless parts seem to gain mass if they're attached to a robotic part. This change in mass isn't listed anywhere, nor accounted for in the game's delta-v calculations. This leads me to believe the effect is unintentional.
  8. Windows, Stock + Breaking Ground, fresh install. I suspect this also affects non-DLC games. I've been observing some strange behavior related to low-mass parts in version 1.11. Certain (low-mass, physics enabled) parts seem much heavier than usual, despite no changes in mass or CoM being shown in the VAB. Crafts that include these parts suffer from a significant increase in weight and a loss of delta-V. Robotic parts sag as if burdened with extra weight. Some of my crafts from 1.10 have become unplayable as of this release. So far I've tested the effect using grip pads, empty dum
  9. Anyone else experiencing issues with part mass / delta v? Specifically with Breaking Ground + Stock, fresh install. Either something's wrong with my install or I've run into a bug. I was working on some craft that I imported from my 1.10.1 save and found that they seem to act much heavier or have significantly less delta-v than stated. From the VAB the mass is the same as before but the craft acts much differently in flight. Rovers sag into the ground, CoM is way off, rocket stages use more fuel to complete a burn, etc. I thought it might have something to do with kerbal mass, but my unma
  10. Started putting together an Apollo Lunar Module starting with the ascent stage. I've always found it hard to figure out the exact shape of the ascent stage, especially the asymmetrical faceted sections. Thankfully this time I was able to capture most of it through the power of flag blueprints. Here it's pretty much complete. Most of the body is made of either flag parts or grip pads, coming in at almost 700 parts total. For the white sections I'm planning to make a few custom textures to mimic the range of thermal coverings seen on the LM. I'd also like to make a semi-transparent t
  11. Still working on that Saturn IB! Right now I've got the CSM, S-IVB, and LES in (mostly) working order. Recently I was able to add a detail that I've always found interesting: The LES' canards. These were small deployable surfaces installed at the top of the LES. During an abort they would deploy to reorient the CM heatshield-first into the wind before tower jettison. Now for my KSP demonstration: LES firing and canard deployment. Tower jettison. Chutes deployed! And finally to test further at higher altitudes I whipped up this cursed Proton-Apo
  12. As requested by @pTrevTrevs, here's a tutorial on making stock fold-out solar panels! Specifically, this is just my own process for making a fairly compact folding mechanism while maintaining clean surface aesthetic. I should also preface this by saying that this does require using the Breaking Ground DLC. First, a small point on solar panels. Before building your mechanism I suggest pre-constructing your individual solar panel segments. For each individual panel I like to use a single small root part such as a cubic octagonal strut or a grip pad. Doing this makes it easi
  13. Back again with yet another Soyuz variant! The new update gives us better control when building fairings, so I rebuilt all the fairings on my Soyuz to achieve a smoother and more accurate fuselage shape. I was also able to make use of the new decal parts to help complete the look. Introducing Soyuz 7K-TM. This was a variant of the Soyuz 7K-T purpose-built for the Apollo-Soyuz Test Project. It carried a unique solar panel array and a new set of antennas to aid in communication with the Apollo spacecraft. It also carried an APAS-75 docking mechanism, which was a docking system co-devel
  14. Looks incredible! I love how you handled the grid flooring as well. Can't wait to see how this one turns out.
  15. Made some more progress on Salyut 4. This time I was able to add a bit more detail thanks to the power of grip pads. Here I have it flipped over to show off the markings and instrumentation on the underside. On the aft section I added a large circular marking to represent where the solar telescope should be. I also added a sort of "neck frill" to the area in front of the solar array. Docked with a Soyuz 7K-T. These were the successor to the 7K-OKS Soyuz, and featured large whip antennas in place of the solar panels. Another shot of the forward work compartment
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