Jump to content

Zorg

Members
  • Posts

    2,114
  • Joined

  • Last visited

Everything posted by Zorg

  1. Also messing around with the new Fatlas parts. A somewhat purist SLV3-X Vega. The original proposals called for Centaur D but it can handle D1 and even Centaur II just fine But for serious lifting power added 4 algols with a 4 ring extension tank . Delivered a fully fueled Centaur D1 into a 90x90km orbit with a 2 ton payload (JNSQ). The payload incidentally was a four legged Surveyor MK II built using Gemini lander legs
  2. I believe there is a mod for it! I havent tried it myself yet but plan to for the next shuttle mission.
  3. Hi @Beale by overpowered were you referring to the ISP? It should be easy enough to set up a MM patch so that the ISP is is in the kerolox range when LH2 is not being used. Same for the tank dry masses too. Cryoengines also does this if people use the patch that forces them to use LFO (why would you!). It will nerf the ISP to kerolox equivalents.
  4. Nice! I'll be following this. I tend to play with a story in my head too but am too lazy to write it down
  5. It works just fine in 1.7.3. The B9 errors are not game breaking (they've been there for some time before B9 started reporting it). All of the parts with the errors are being completely replaced anyway in the next update.
  6. The engine bell on the Nk43 model in RealEnginesPack was just too big. It in fact clipped into the 33s. (I have a few from realengines reconfigured and rescaled for "stock" as opposed to RO) No wobble but I use KJR Next. Main problem was the complete lack of gimbal on the NK33s. I guess its the old model rather than the Nk33-1 or AJ26. Especially since I play with mandatory RCS which nerfs reaction wheels, control was challenging but the Atlas verniers just about managed it. I might switch to a rescaled ReStock Mainsail for next time (also NK33 but with gimbal).
  7. PVG is based off of realworld guidance algorithms and is optmised for RSS. Even at 2.5x/2.7x it often ends up pointing radially down around15 degrees with most rockets if the upper stage TWR isnt very very low. Perhaps turning off OmitCoast so that it doesnt try a single burn to orbit might help? Maybe cutting down the thrust on the main engines in the VAB such that you have no more than 1:1 TWR at booster sep might be another option. At least that way your twr is going to be a bit lower at the end of the ascent which would help I think.
  8. If only SOMEONE would make the clamps as an independent part, perhaps in multiple sizes so that it can be done properly
  9. Oh I forgot to answer your earlier question. The abort mode on the UA1205 doesnt actually terminate the thrust (the abort is basically another engine mode and it currently has the same thrust value), I was too busy taking screenshots the first time around to notice I have let CobaltWolf know since testing again later though. Correction, I think I messed up during the subsequent test. I tried again just now and the g loading drops off significantly. the thrust figure remaines the same on the read outs but its split between the bottom and top and effective thrust is indeed greatly reduced.
  10. Someone mention me? I tend to favour the Neptune more nowadays, also in LOX augmented if using with BDB saturn, or LH2 only if CryoTanks Constellation stuff. I use a procedural interstage or decoupler shroud to get a longer interstage or even stack two BDB ones together (SII-SIVB adapter+ SIVB straight adapter)
  11. The LH2 only (as well as monoprop for regular tanks) was added a few months ago to the dev branch.
  12. IF the default coordinates of the space centre is different in RSS (I guess it is) I wouldnt expect it to work out of the box. Galileos planet pack has the same issue. You could try doing something similar to what I did in my post back when I used to play GPP (rescaled too).
  13. Unmanned test of a crewed Titan IIIE to trial out the new UA1205 abort mode with the objective of man rating the launcher. Alternate method where capsule is jettisoned with the terminated SRBs still attached to the stack
  14. There is a wet workshop skylab part in game already! You should find two skylab workshops, the regular one, and the wet workshop. The wet workshop functionality is provided by the BDB plugin I believe. If you look closely you can see the bell of a J2 engine at the back of this lunar skylab.
  15. Couple more images dug out from the BDB historical archives Titan I Sm68 (with procedural fairing instead of warhead) Titan II SM68B
  16. Launching a Hughes barrel sat with deploying solar skirt. (Yes Titan 3C is not the right LV for a commercial sat but there were roleplay reasons in my current save) Thanks to breaking ground robotics and a touch of tweakscale.
  17. There is no need to do this. The updated engines are all new parts with new names. The old configs in the "realplume stock configs" mod do not apply to the new engines. The new configs for the new engines are inside of the CryoEngines folder itself.
  18. If you want the new custom realplumes meant for BDB, install RealPlume and Smokescreen as per usual and then install the dev branch of BDB from github. Keeping in mind that the dev branch contains work in progress stuff. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/Development
×
×
  • Create New...