Bornholio

Members
  • Content count

    403
  • Joined

  • Last visited

Community Reputation

806 Excellent

1 Follower

About Bornholio

  • Rank
    Sr. Spacecraft Engineer

Contact Methods

  • Website URL http://bornholio.imgur.com/all/

Recent Profile Visitors

957 profile views
  1. Caterpillar track as landing gear

    This is why XB-36 specifically, they ended up using a multi-truck wheeled gear design as the additional rough field operation was deemed unneeded. It is also quite a bit lower ground pressure than large multiwheeled designs and for the same landing gear volume able to support much more weight. It is somewhat heavier and much more expensive. At the time the single wheel for it was heavier and crushed concrete and asphalt tarmacs very rapidly. http://www.dtic.mil/dtic/tr/fulltext/u2/a279100.pdf Aircraft Tire/Pavement Pressure Distribution research from late 80's Most other uses are focused on the ground pressure. a quick estimate of ground pressure is the inflation pressure of the tire (25-45 for autos) and (150-400 psi for aircraft), an M1 Abrams at 70tons is only 15psi. Peak pressures are usually about double this for a round tire across the contact surface. Tracks are closer to 1.6x average for peak contact surface. This all adds up to dramatic surface pressure reductions. Similar results come from ski's and they of course are much lighter and simpler. X-15 used rear skis instead of wheels for that reason. Additionally dead load on a given concrete pad is the limit but this in only the case in the largest aircraft. Landing on dry lake bed the ground pressure for the gear mus be low. Commonly aircraft that emergency land on dirt need gear repair. The X-15 wanted to land on dry lake beds as an alternate, Rogers and Delmar dry lakes specifically.
  2. ok duplicated what you are seeing in that install, i'll add an edit when i get a solution to it. But i'm guessing its just a simple module manager MJ module adder problem. Double check if you can see it in Sandbox VAB. If you want to force MJ to unlock early in career.
  3. Make sure you are loading 2.6.1.0 on KSP 1.3.0 install... Looks like the hashes match. Do you have mechjeb for everyone or something else that adds the mechjeb module to the pods and cores you are using?
  4. [1.2] Real Solar System v12.0 Dec 8

    K I'll see if I can post a fix or if not ask CKAN folks to pull the 1.3 version off. Either way I'll add a note to the Mk 1.3 spreadsheet for RO.
  5. [1.2] Real Solar System v12.0 Dec 8

    * scatterer 2:v0.0320b(cached) installed via CKAN so thats not my issue but definitely part of the cause. Running dx11 and dx9 CKAN seems like it didn't load the config folder, so manual install it is. Which fixes it.
  6. What did you do in KSP today?

    Use the BBC code link from the image, img and /img in brackets. Then edit the post to size the picture. Block off big numbers of pics in spoilers to keep your posts smaller. Venus in RSS dev, KSP1.3 with Pap's new Scaled RSS textures that reduce system demand and have cleaner biomes.
  7. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    Yes mainly Real Heat (has a dev test .dll), and Real Solar System (has much new work and optimizations, has test .dll), DRE has Beta version (does seem to work fine). Test Flight is a big one for RP-0 to come forward, Persistent Rotation and PF-FE need work and then RO itself needs a build (and has lots of dev work in channel). RCS build aid needs a 1.3 build https://docs.google.com/spreadsheets/d/1A7gQkIiQKi0VtRecE6p86KCKuoawZPdzk7NlaxssRJ4/edit#gid=0 RP-0 has a few more above and beyond that plus it has lots of dev work in channel. Critically for that KCT needs a build and has a fork in RO for @NathanKell's awesome work. Real Fuels needs a test .dll for the development and Starwaster has a much improved insulation system in the works. Taerobee and Kerbal Renamer both need builds (haven't looked into what state they are in). for Misc Items RSSVE has a test branch for 1.3 (Needed to install scatterer .320b manually since CKAN didn't install the config folder). KSC switcher will need a build and Engine Lighting and Planet Shine may need builds
  8. [1.2] Real Solar System v12.0 Dec 8

    testing RSS 1.3.0 looking good, next is getting RSSVE working correctly still have this problem.
  9. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    I just did a CKAN install for Real Fuels dev testing and got a bunch of 1.3 versions incorrectly installed. Not sure what is happening. But you may want to manually install or just install a few at a time until it all adds up.
  10. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    Thanks, @DRVeyl for updating the "Golden" spreadsheet for 1.3 available mods RO needs. I'll dig a bit more, Make sure CKAN is set to not use 1.3 mods Right now looks like FAR is the only one i can see that would install in error a 1.3 version Try Connected Living Spaces...https://github.com/codepoetpbowden/ConnectedLivingSpace/releases Looks like it maybe 1.2.4.2 is the correct version. If that doesn't do it, maybe Realchute 1.4.3 then CRP 0.6.6.0 try loading Master RO from github, a couple fixes are in that. Plus if you do RP-0 that new tech tree is awesome work. https://github.com/KSP-RO/RealismOverhaul Use the [Clone or Download] button on the right to grab the zip, pull the /Gamedata/RealismOverhaul/ and delete and replace (not overwrite) the existing one.
  11. [1.2.2] Realism Overhaul v11.5.1 - 06/12/2017

    GITHUB: ferram4/Ferram-Aerospace-Research LatestRelease: 0.1531 AllowPreRelease: False VERSION: 0.15.9 downgrade to FAR 0.15.8 https://github.com/ferram4/Ferram-Aerospace-Research/releases
  12. Rocket hovers above pad.

    Real fuels lowers Basemass using a good method, so does SMURFF so its like double dipping. You can do it but its unrealistically light at that point. You can toss on a mod that multiples all the ISP's Come over to the x10 RSS dark side, getting to orbit is hard.
  13. Rocket hovers above pad.

    yes, anything that adjusts basemass will. If you are using Realfuels i would not use SMURFF
  14. Rocket hovers above pad.

    Easy way is to never tweakscale tank . Hard way is carefully check each time you edit parts that they don't go negative basemass. I only use tweakscale with structural on the RO/RP-0 games, sometimes carefully with fins.
  15. Rocket hovers above pad.

    This is usually caused by a tweakscaled part that ends up with negative mass. Usually a fuel tank because of interaction with real fuels