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Jso

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Everything posted by Jso

  1. Yes. Any part with a ModuleEngines gets bypassed by the fuel switcher patch, because the fuel is assumed to be for the engine.
  2. It's the mach number for the reentry effects. The default numbers are way low because otherwise you'd never get reentry effects in a stock system since you're moving too slow for plasma to appear. That's not really a problem in a 2.5x system so you can bump it up to more realish numbers. This is mine: @PHYSICSGLOBALS:Final { // AeroFX @aeroFXStartThermalFX = 7.3 // 2.5 @aeroFXFullThermalFX = 10 // 3.75 // Temp warnings @temperatureGaugeHighlightThreshold = 0.95 // 0.75 } Just to add about your ascent... 100x100km is kind of skimming the atmosphere. You'll have a less dramatic climb going to 150x150km. Also with very little practice you can do a direct ascent to the Mun. With tons of spare deltav for corrections burns it's especially easy.
  3. Yes. The first stage flew a fairly standard zero angle of attack gravity turn focused on gaining altitude. The second stage clawed it's way up under low acceleration, pitching up and holding a +10 to +20 degree angle of attack for most of it's flight.
  4. We have no balance rules for EC related parts other than comparing them to other similar parts. We adjust solar panels and batteries as needed so the spacecraft can accomplish it's mission. If the power requirements seem excessive from a balance standpoint we may trim down the on board science or adjust other power consumers. Keep in mind that purely battery powered probes are expected to hibernate when idle. If Kerbalism is adding additional power consumption you'll need to account for that.
  5. There's an interstage for Mercury-Atlas. That goes between Mercury and the Atlas tapered tank switched to the 1.25m top.
  6. Some things we already know: Saturn IB Apollo is still a dog. Saturn INT-21 puts about 63 tons to LEO, and Saturn V can send 35 tons on TLI, both with comfortable margins. Relative to the rest of the mod those numbers are balanced. Apollo (including the petal adapter and LES) weighs 23 tons, so that mission is a bit OP. I'm not sure what if anything we may do about that, since making Apollo heavier will hurt the Saturn IB.
  7. 10-12K is around Max Q, so your angle of attack is too high. High acceleration worsens the effect so you also might be overthrusted.
  8. This unflown Titan proposal worked out pretty well. Improved Titan (1991). It carries Titan IV class payloads with plenty or room for growth. A pair of 1205's on stage zero, and an all hydrolox 3.125m core with three LR-87-LH2 Vacuum engines on the first stage, and one on the second stage. It's pretty too!
  9. Compare the final config of the working and non working parts in GameData/ModuleManager.ConfigCache and maybe you can figure out what's different. FYI, we haven't updated our Tweakscale compatibility files in over a year so they are definitely out of date. I'm not sure anyone on the dev team still uses it.
  10. I'm not sure what you're asking then. If you're wondering if you could just take a Hypergolic Titan and fill it with Hydrolox fuel with no other modification but an engine swap, no you couldn't do that. But this is KSP Titan unflown proposals. (Our LDC is a generic LDC concept, not any particular design at that page).
  11. Space based weapons platforms for the Air Force. Delta IV, or use the fuel switch and roll your own. The LDC parts are great for that.
  12. Use the HLR-VD03 0.125m Decoupler with the Stara 20 in the ABL X-248 config and a 0.125m top diameter. The antenna just touches the solid motor, but that's the correct setup. Sort decouplers by mass and the teeny-tiny one's are easier to find.
  13. That because automatic switching waits for the primary engine to flame out to switch modes. It doesn't know how to deal with switching when the secondary engine become more efficient.
  14. bluedog_Gemini_Crew_A is now bluedog_Gemini_Capsule bluedog_Gemini_Crew_B is bluedog_BigG_Cabin
  15. That's a lot of mods, try a clean install with just BDB and it's dependencies. At the very least update B9PartSwitch to the latest version. Yours is very old. If those are craft files, try building from scratch. We frequently break craft files with updates. Edit: BDB is compatible with KSP versions 1.8.1-1.10.1. There are numerous unresolved issues with 1.11.
  16. Mobile users would appreciate if you putt walls-o-text in a spoiler You would appreciate this book. Aside from it's tendency to go boom at inconvenient times, freezing point of storable fuels is a huge factor.
  17. Water weighs 1kg, so 1000 water = 1 ton. I believe it's been used in the real world as a mass simulator. Our cargo parts should be already setup to carry it too.
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