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Jso

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Everything posted by Jso

  1. There's normally only an inch or two of clearance there. There are two alternate engines based on the LEM descent and ascent engines that provide a lot more room for additional hardware. I'm not sure there is one. Stick whatever you like on there.
  2. Looks good, I almost expect that hatch to open. The parachute texture seems out of place between the RCS and the docking port. I like the panels on the RCS better than the docking port, it's more subtle.
  3. I've seen broken shrouds as well, though not on the pad, with BDB and non-BDB parts. I haven't investigated the cause. I usually reduce the thrust on my second stage Castor 120 and see the heat indicator show up at the end of the burn so the engine's own heat combined with drogue chutes hanging off the side could certainly put you in the splody parts range. A different thrust curve might help. A spent Castor 120 casing is only $650. I'm guessing the kongressmen pushing this recovery program happen to be from the districts that manufacture the chutes and heatshields. The tail first descent is because the part models were not centered. The CoM of the 120 is in the bottom third. Can't really discuss payloads without knowing the rescale in use for context. There's some data here that's fairly up to date. 1x is what it is, there's wide variation there.
  4. I'm not sure what you're getting at about the heat, but I'm a big Athena fan so we might be able to put some configs together in Extras. I've been considering swapping out the thrust curves on the Castor 120's anyway. They're somewhat flat, I think regressive would be more appropriate.
  5. Very stable. Something inside got hot but didn't explode. I'm not sure if that was just conduction on a low heat tolerance part or the shield not shielding the shroud area. The Landvasserwhatever is 87% scale.
  6. The Vorona alternate solar panels (CAE-E300 Vorona Solar-Thermal System) don't center under the cursor in the VAB and are difficult/unusable. Not just a little, it's way off. Is it possible to adjust the collider on top of the Vorona tank so Formalhaut is not clipping? With ejection force set to zero they separate forcefully due to that. Starting and stopping the SCANsat scan doesn't trigger the animation on the TRIXIE. Perhaps your SCANsat configs should delete the ModuleAnimateGeneric in those parts since SCANsat provides an interface to extend/retract, or Activate... The Laser! as the case may be. You end up with two buttons for triggering the animation. Combining the Imaging Data experiment with the SCANsat sensor on TRIXIE might be a bit much - maybe.
  7. We can stretch the Centaur D with Centaur T parts to make an Atlas V Centaur, but it looks crappy. An interstage/wide fairing base for the Atlas 500 series. Same for Titan IV.
  8. The Fomalhaut decoupler (CAE-D13-F Stack Decoupler) is bothering me. It works fine for mounting Fomalhaut on a Vorona, but if you try to use it as a regular stack decoupler it doesn't work. A. It has a top node, but that node doesn't decouple, the lower node_stack_fomal does. B. The lower node_stack_fomal node also interferes with the bottom node when you try to attach a slim part like a fairing base to the bottom. It catches the bottom node of the fairing base rather than the top. You could probably get this to work more as expected with a second bottom node on the heatshield positioned higher, and just the normal two nodes on the decoupler. While we're on the subject of nodes, I've never gotten the Torekka dish's struts to appear. I can't for the life of me connect to that other node. "NOTE: When mated to a 'Torekka' probe, utilize the antenna's top attachment node to enable its struts."
  9. I can't, but I'm bad with glyphs. And for me if you're putting numbers on the icon that represent something other than the actual diameter it's not really helping. I see "4" and think 4 meter. The size4p5 for 5.625 comes from size = diameter / 1.25. I think beyond size 4 where that method diverges from the 50%/33% progression it might make more sense to drop the precision and group similarly sized parts together. Are there so many 5m to 7.499m parts out there that lumping them all under size4 would be a problem?
  10. The densities you need for the liquids and gasses are in the resource definitions in the community resource pack folder. All you have to do is divide. The stock converter turns a kg of ore into a kg of LF/O without any loss, so ore can be whatever you want it to be. If you think of it as ice then producing hydrogen and oxygen is entirely plausible. A unit of ore weighs 10kg so you just have do do a little math to make sure the output doesn't weight more than the input.
  11. For what it's worth devices like this at the small enough to fit on the back of a truck size do exist in the real world, but you're a bit off the liquid gas ratios. Gaseous hydrogen converts to liquid hydrogen at a ratio of 788.0978865 to 1. That's the density of LqdHydrogen / density of Hydrogen. The evaporation process should be virtually free in EC terms since liquid hydrogen requires no encouragement to boil off into a gas.
  12. So it is. It's not so glaring in game. Did you enhance the panel edges or is that just the render vs in game?
  13. The single chamber version of the Titan IV engine got moved up a few nodes in the tech tree. I think that's only an issue if you're using it. Other than that nothing save breaking. This is the current state of the changelog:
  14. We set the SMURFFExclude flag so SMURFF shouldn't be doing anything to these parts unless you disabled that. There is an in house SMURFF-alike script that handles some special needs we have and makes the necessary adjustments for rescales up to 6.4x. Beyond that what you really need are bigger rockets. With a few exceptions everything is about 64% scale +- a few percent. Saturn is smaller, 54% I think. There is a patch to make Saturn 64% as well. That was needed for 6.4x since it simply does not have enough fuel to make orbit in 6.4x without reducing Apollo's mass to ridiculous numbers.
  15. The resource definitions are in GameData\CommunityResourcePack\CommonResources.cfg. You'll find all the values KSP is using there.
  16. By skirt I assume you mean the booster fairing. The two vernier engines will clip on it if they're placed too low. Try to place them so the lowest point of the nozzle is not below the bottom of the big tank.
  17. When deleting you still need the braces for a module and something (anything) after the equal sign for a field. !SomeModule {} !MODULE[SomeModule] {} !someField = delete
  18. I love Athena, it's a fun easy to build rocket. The Kerbals are quite adept at manufacturing solid motors to various thrust requirements. On my Athenas I always drag down the thrust slider for the air launched Castor 120 stage. It doesn't look like your using them here, but the BDB Castor 120 and 30 will have a thrust curve resembling those in the catalog.
  19. You're using the Saturn rescale from extras. We're still waiting on @CobaltWolf to give us a 4.25m/2.5m SLA that will work with that. We can yank the TE module out of there easy enough, I just don't want to do that if TE is doing something useful here - the user did install it after all. I'm unclear what it's doing or trying to do that's helpful.
  20. The part has an animation, the indexing key in this case, but there's no association between it and the docking port other than being on the same part. The port should be operable regardless of the animation's state. Note the deployAnimationController property is not set on the port. MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = gemini acquireForce = 0.75 acquireTorque = 1 gendered = true genderFemale = false } MODULE { name = ModuleAnimateGeneric animationName = Gemini_Port_A_Deploy actionGUIName = Toggle Indexing Key startEventGUIName = Deploy Indexing Key endEventGUIName = Retract Indexing Key }
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