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Jso

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Everything posted by Jso

  1. Nope. I fiddled with this a bit and made it more to my liking. The science results transfer bit is at the bottom.
  2. In addition to what everyone else said, minimize the monoprop. 250 units weighs a ton. It's been quite liberally sprinkled around.
  3. Don't know what to tell you. I tried surface attaching some stuff like you've got there but I couldn't get the eva to not work. The hatch certainly doesn't appear obstructed.
  4. No. The only time I change it is in 6.4x where I use 1.33 (93 km). How about a screenshot of your craft. Probably not. The compatibility stuff is maintained by people who use those mods. The Block >2 stuff needs a going over.
  5. I'm not sure what the current state of prepackaged rescales is, but all you need to roll your own is Kopernicus and Sigma Dimensions. Edit the GameData/Sigma/Dimensions/settings.cfg and change Resize and Rescale to 3.2. I've heard everything works well as is at 3.0x, and we're currently testing tweaks for higher rescales. Don't forget to go into advanced options and set the antenna and dsn range modifiers to whatever value you used for the rescale.
  6. They work, you just have to rotate them sideways. Stick a Squad Basic Fin on, and click on it with the rotate tool. Note how the blue circle in in the same plane as the lifting surface. Now do the same with yours. The red circle is in the same plane as the (visual) lifting surface. If you rotate it around the green plane 90 degrees, then slightly either way in the red plane, they spin the rocket. This works: ElectricCharge always goes through a crossfeed. You could have the SAS consume MonoProp instead of EC if giving it a limited life is the goal.
  7. It doesn't alter anything that I'm aware of. It's a shared collection of additional resources for mods to use. It would be a mess if every mod that used LqdHydrogen or whatever added their own version of it. It shouldn't effect performance or hog memory if that's what your worried about.
  8. The rockets gross in the area of 20-25% of real world mass, so thrust is set to 25% across the board for 1st stage engines, 50% for uppers (gameplay reasons). Isp is a measure of the efficiency of an engine and doesn't change with scale. There are also limits to how efficient a particular fuel can be, and multiplying by the 1.7 in your example would exceed those for virtually every engine in the game. Were I to take an Earth rocket and scale it down for Ksp, using 25% thrust, 25% fuel mass, and 25% dry mass without changing the Isp it would have exactly the same performance as the original. What we do is scale it down and break it into parts, then make those parts as stockalike as possible. You end up with something resembling 25% thrust, 19% fuel mass, 80% dry mass**, and the same Isp. The excessive dry mass drags the deltav down. To correct for that to get the deltav we need for 3x, 4x, or 6.4x, we adjust the dry mass appropriately. About a 50% reduction - putting you around 30% of real, seems to be working out for 6.4x. We could add fuel, but it would take a lot of fuel, and it would break craft files. ** There is quite a bit of variation in dry mass. Our Atlas sustainer stage weighs almost twice what the real thing weighs (dry).
  9. Doesn't matter, there were enough SMURFF exclusions it became simpler to do it ourselves. What we're doing approximates PodLever 1, engineLever 0.64, tankLever 0.64.
  10. Started an issue on GitHub for rescale related stuff. I don't want to clutter up this thread. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/270
  11. I mean which BDB version did those errors come from. The release, or the latest update. We're actively working on the adjustments for rescaled Kerbins and it seems to be going well so we need people to nitpick it. You'll want the latest files from GitHub - it's not packaged up in a release yet. We're not ready with Saturn. Everything else comes first.
  12. Is that from the released version or the latest from github? Edit: Just updated git to get rid of those old files - we could really use some 6.4x flight tests.
  13. I autostrut to heaviest part the LES, SM tank, S-IVB tank, and S-II tank. Nothing else. Never have problems.
  14. No, the balance work involved in new parts and especially new rockets is too much of a distraction at the moment. Myself and @komodo have been working on tuning things for 2x, 3x, 6.4x ect. PM me if you want to help with that. We need it. Maybe I should start a thread on GitHub...
  15. You should probably use the latest Github if you want to help out with tuning. You're correct the S-IVB is underperforming. That's been addressed with a fuel increase, though not to double density proportions. Around here the most often overlooked variable in the rocket equation is dry mass, and KSP parts are very heavy so we have a lot to work with. With some mass reductions, notably to the command pods and accessories since they are very very heavy, getting things flying in 3x is easy. 6.4x requires more severe mass reductions, and some rockets suffer from just plain not enough fuel due to either pigeon holing into KSP sizes or in Saturn's case intentional down sizing. That's something we can deal with on a case by case basis. Very soon there will be an MM patch ready for testing. It is heavily based on SMURFF and will detect the rescale you're using and make appropriate adjustments. At least that the plan. (pinging @komodo - time to wake up)
  16. http://forum.kerbalspaceprogram.com/index.php?/forum/44-science-spaceflight/ I think reaction images are against forum rules everywhere though.
  17. I'd like to see it as just a mounting plate with a few nodes, and one buttless version of each engine so we can do what we want.
  18. I think this was done after the release. You need to enable crossfeed and fix a typo in the OUTPUT_RESOURCE line for LqdHydrogen. You'll also want to change breakingForce and breakingTorque to 150 to keep it from snapping off right away. Then you can turn on the fuel pumps (right click on the tower on the pad) and your LH won't boil away while you sit.
  19. Yeah it's a little op. Would the Centaur we have now be representative of the D model flown on the LVC-3? Looking at the Vega and Centaur side by side, the Centaur looks a bit light. Not really inclined to mess with it, just an observation.
  20. Try it now. It's a bit lighter. I updated the engine specs from here, that's all I could find. Balloon tanks are a no go in pure stock but we can do that for the rescales.
  21. As @CobaltWolf said, leave the striped tank empty. The Redstone engine is already OP relative to the other engines. Giving it enough thrust to lift all that fuel would make it way OP. It's easy to not make it to space with Redstone. Try this, fly straight up to around 80 m/s, slowly pitch over reaching 45 degrees around 15-20,000 meters. Hold 45 degrees the rest of the way. Do we have a working 2x for 1.2 yet? Most of the launchers should be ok in 2x without adjustments, but Atlas has those balloon tanks that make it very very light compared to stock tanks. Me and @komodo have been working out the details for some configs for the rescales but the 1.2 thing kind of stalled that process.
  22. Not quite true... We have B9PartSwitch configs in the compatability/cryoengines folder that work fine as far as I know - somebody needs to confim, I haven't had a chance to test in 1.2 since it updated. Having a 1.1.3 version of B9PartSwitch laying around, such as the one you'll get installing cryoengines without waiting for it to be updated to 1.2 will trigger our B9 patches, but the old B9 will fail to load, causing your resources to disappear. The more likely cause of just LqdHydrogen missing is not having CRP in GameData.
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