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LMRaptor

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Posts posted by LMRaptor

  1. I would recomend updating to the download on page 1. V1.7.3.2. Was released yesterday. And make sure you dont have a "patches" folder in the mods folder directory.

    If you still have issues I can adjust the fuel etc for an easier orbit.

    I updated to the newest version, but I'm still getting the same results.

    Once my ET was drained, I had approximately 400 meters of acceleration to go in a 110x150 km orbit. My OMS was giving me less than 1/ms, and the estimated remaining burn time was over 5 minutes long. By that time, I'd be reentering the atmosphere!:D

    If it's of significance, my payload is approximately 8.5 tons.

    I don't wish to make you do something just for me, but instead of tweaking fuel consumption, could you make a patch to make the engines more powerful in vacuum, in case people (like myself) have trouble with the newer engines?

    While I'm at it, I'd like to say your work is fantastic. I absolutely can't wait till everything is finished so I can build Space Station Freedom.:)

  2. For the life of me, I can't figure out how to get into orbit. I haven't been playing much KSP lately, so it hasn't been since 1.7 was released that I've actually tried to fly a mission (hence why this is such a late post). I can barely get my apoapsis to 100 kilometers with the weakened RS-25s. Is there a nominal ascent trajectory I need to take? Because I run out of fuel well below my previously normal operating altitude (usually inbetween 100 and 120 kilometers). My OMS engines are practically useless because I'm only getting 1/ms from them.

    I apologize if I come off as complaining or whining, but this was my last option. I tried adjusting to thrust for the engines myself, but the thrust values would either stay the same or actually decrease, most oddly. I also tried to replace the 1.7 engines with the engines from 1.6, but they wouldn't load.

  3. For the ISS solar array trusses, I think it would be wise to make them able to move in 2 axes, like the Balka array from the Kosmos pack (as well as because this is how they worked in real life). Getting full power will be impossible during the early stages of ISS construction in-game because the P6 (first solar array segment delivered) was attached to the top of Z1. Since the P6 is mounted vertically, the single axes (yaw) it uses won't allow it to collect sunlight at max capacity during day time because it can't pitch as the sun moves across the sky.

    iss_sts108.jpg

    Also something I researched a little into it, there's actually 2 "types" of solar array trusses. The P/S 3-4 trusses are different from the P/S 6 trusses. The 3-4 has a hexagonal structure, like this

    1024px-STS117_Atlantis_Approches_ISS1.jpg

    while the P/S 6 trusses have a rectangular structure

    1024px-STS-119-discovery-from-ISS-during-RPM.jpg

    Perhaps after more important work has been completed, it'd be nice to see a proper P/S 6 truss made.

  4. :cool: thanks for the sounds! Making this an awesome mod

    - - - Updated - - -

    This might be a good time now that v1.7 is done to ask what would you guys like to see Done now?

    I will continue to add to and finish my current work, but I am looking for some suggestions.

    Any requests I have missed or forgotten,

    Any originally planed css ideas you wanted to see put in,

    Or any new ideas or addons or modifications for the mod.

    The x1 is an idea im keen on, also the hitchhiker module.

    Let me know

    Hey Mike, I think a good addon would be the SpaceHab modules along with the external tunnel airlock.

    STS-118_approaching_ISS.jpgIn this, the airlock is in between the docking adapter and the SpaceHab module.

    STS-81_Atlantis_at_Mir.jpg

    Directly behind the crew compartment.

    KSC-00PP-1164.jpg

    And the SpaceHab double module, as opposed to the single module in the first image.

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