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Jso

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Everything posted by Jso

  1. Yes, it's fixed. I ended up starting from scratch with an mk-16 and adjusting it for the capsule. I think the problem was the chute was opening way too quickly. The capsule was also coming in a bit fast for my taste so I took a small amount of weight off to lower the terminal velocity.
  2. Go down or stay the same, yeah. I kind of like having science experiments be mostly the same weight. It make balancing satellites easier. It looks like it's just taking "In space near kerbin" pictures rather than biome specific. Seems like you should be able to do a little science biome mining with these. Maybe you can and I just didn't do it right. Much to my surprise I managed to recover one with starting tech.
  3. The 45K and 6K engines are updated in the repository. The 6K was way OP. The Juno IV suffers from a problem many of the early rockets have. The stockalike tanks hold a lot more fuel than it needs. Try this fuel setup with a 1 ton payload. It needs a bit of a lofting trajectory, the 6K stage is a long burn.
  4. Hydrolox-Lower has a nice red in it. I think you are expected to use srb's with that. The info we had on it only went into the upper stages. No mention of how it was supposed to get off the ground. Juno might be the only thing I haven't looked at yet.
  5. I agree. A scientist should be able to reset the film cameras. No reason for a limit on digital. I logged it for CobaltWolf to look at when he gets back. Hey @VenomousRequiem the plume on the single chamber LR-87 isn't working. It's trying to use Hydrolox-Red but there's no such thing.
  6. The antennas were renamed back in April. Not sure why. The heatshields were removed not long ago, but if I understood CobaltWolf correctly they'll be making a comeback. Sticking the ablator in the pod has issues.
  7. Opps! Forgot Venom's real plume configs. Time for another dev release. 0.10.6b is posted. I didn't even realize there was a lander in there.
  8. New release is up. This the BDB while the cat's away the mice will play edition. As always, delete the Gamedata/Bluedog_DB folder before installing. Changelog: 0.10.6 (Mice!) -Added Mariner 4 dish -Thrust curves for solid engines -RealChute compatibility -Agena/Able/AbleStar balance -Added normal maps and other goodies to the Titan, Agena, and Mercury parts. Hurray! -Added SOLTAN parts -Moved some of the Titan parts around in the tech tree. -Moved the Leo parts around, now they all unlock at the same tier. The Big G crew module was moved up a node, along with its heatshield. -Art update for Agena, Thor, Redstone, Vanguard -Added Navaho engine -Cryogenic Engines compatability -Fixed the IR spectrometer not being rerunnable. @raveloda -Updated Antenna Range compatibility patches. @rasta013 -Upgraded Navaho engine to 1.25 meter and significantly increased power. Include a little test to make it very unreliable and prone to explode due to overheating. -Gemini parachute fix. Might finally have it this time. Rebuilt the chute from scratch and increased the drag on the capsule. -Numerous minor bug fixes
  9. We fixed it once and it got accidentally reverted, so we fixed it again. The original issue was happening when smokescreen was installed but realplumes was not. That's fixed. I'm assuming what's happening now is something is borking things up and making it look like realplumes is installed when it's not. I need a log to see what it is. Then we either do a workaround or communicate with the responsible party. There also could be more than a single cause. Simply having Smokescreen but not Realplumes does not cause it.
  10. I think it's happening when someone uninstalls RealPlumes via CKAN and something gets left behind. I can't be sure until someone produces a log. Edit: I just tried uninstalling RealPlumes through CKAN and it did just what it should have done. RealPlumes + Stock configs were completely removed, SmokeScreen was still there as it should have been since I did not tell it to uninstall that. Everything worked just fine, I got stock effects. It's possible it's not CKAN at all but some other mod using a FOR[RealPlumes] in a config. I need a log.
  11. The "tripled-up" version is Kerolox. The one he thought he was doing is Alcolox - I think, I'm a little confused about what happened there. Go with Kerolox.
  12. Potentially useful information would be FAR/No FAR, surface speed/altitude at initial deployment, surface speed/altitude at main deployment. Having trouble reproducing this.
  13. Haven't managed that yet. Got it to stretch once deploying the main at 5000 meters. This is with the old version.
  14. The chute works if you don't decouple that science antenna thing? All this time I thought we had to eva to get the results if we wanted to bring it back.
  15. I've been dying for somebody to bring this up :-) Some sort of optional cryogenic fuel outside of realfuels is definitely on my radar. It's trivial to do, the only question is how. LH2/LOX, LH2/Oxidizer, some sort of stockalike-ish CryoFuel/Oxidizer. LH2/Oxidizer would be my last choice, but it's already out there in the wild. Some sort of boiloff would be a must and would require a plugin. It's just weird watching LH not boil away. Though it's less weird than a cryo engine running on LF. The problem seems to have gone away my last couple of attempts. I still feel like it's coming in way too fast. @sp1989 are you doing what I was doing: watching the ground come up really fast and increasing the deploy altitude on the main? It's set uncomfortably low at 500m. I didn't do that the last few times and everything worked ok. Dunno if that's it or not.
  16. @VenomousRequiem I swore we fixed this. Could post your ksp.log (not here, upload it to dropbox or something).
  17. I think we should keep it with more of an Mk1-2 look. Found lying by the side of the road, the "Karotte":
  18. Thanks guys! Thrust curves are checked into the repository if you want to check them out. I'd appreciate some feedback on these as I think they may be a love it or hate it kind of thing. Tinkerers should check out the Bluedog_DB/ThrustCurve directory. They're setup to be easy to switch around. Part descriptions will tell you which curve is on the engine since there's no other way to tell. These are not craft file or save breaking. Other than the last curve they all start at 100% thrust so your initial TWR given by KER or MechJeb will be accurate. Burn times will be off. There's the basic flat curve that just runs at 100% thrust and trails off at the end. This one is used when nothing else is specified. In these images 100% fuel is on the right, 0% is on the left, so they read backwards - sorry. The steady drop that goes up to 105% then drops to 66%. There's also drop to 76% and 86% versions. The Titan solids use this. The rise and fall climbs to 133% then drops to 66%. Three versions of this as well. The Delta GEMs use the 124 to 76% version. The Castor 120 based on the real thing. I tried quite a few curves on the Athena 1 & 2 before I settled on just using the real-ish one. The Castor 30. The effect you get from this is a slowly increasing TWR that steadies out over the last half of the curve. It starts at 30% thrust and doesn't get to 100% until half the fuel is gone. I personally like this one a lot, but timing when to light the stage takes some getting used to. ...
  19. I don't think it's your configs. Without your stuff and just RF/SolverEngines/CRP with this one config I get the same behavior from KER.
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