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Chris Bolland

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Posts posted by Chris Bolland

  1. Hey guys,

    After playing KSP's expansions for a long time, I've come to the realization that the MEM is a poorly designed part. As other threads have mentioned, the CoM and CoT for the RCS are not balanced properly, forcing players to include patches like the one from @Poodmund to actually make best use of the pod. But another problem has been upsetting my designs.

    It's too small.

    Compared to the Apollo-style 3-kerbal command pod, it's almost 40% smaller than it should be to be an accurate size for the Lunar Module. This makes designing around this scale inconsistency problematic, especially when playing with other mods like kerbalism, and expansions like breaking ground. I have no room to put extra containers of food and water, and making any sort of fold-able rover to fit on the side of the under-scaled decent stage is almost impossible.

    My question is this: Can we fix it? Can I change the size of the part model to more accurately reflect the proper size, and could we change the IVA to match? I have little or no experience in part/IVA fabrication in KSP so I've a little scared to bring this up, but I'd enjoy the part a lot more if it were scaled right, and the rescaled version included Poodmund's fix.

    Let's get those little Kerbal engineers running and figure this out.

     

    Thanks to VAOS for making this handy reference image I'll link here:

     

  2. Thanks to all who have given their input so far including Leganeski, Lt_Duckweed, and DeadJohn. You guys are masters and very helpful.

    2 hours ago, DeadJohn said:

    Try Mk2 Stockalike Expansion, Mk3 Stockalike Expansion, or OPT.

    Build the airbreathing engines plus their intakes and fuel tanks as droppable modules. Stage them away when they stop producing thrust. Yes, this violates the "SSTO" definition, but is more realistic in terms of what might be done with current technology.

    This is actually a great thing to hear, as I thought I was just doing it wrong, but judging by real life, it simply might not be feasible to make an SSTO at 7.6x scale with the ability to bring payloads into orbit. It might be just cheaper and easier to do it with disposable rockets instead. I mean NASA's space shuttle ended up being overly complex and in the end kind of useless, yet it was still able to put massive payloads into orbit. I might try doing something more along those lines, rather than a pure SSTO.

    I'm still open to more comments so keep em coming if anyone has anything to add, and I'll be tinkering away as time goes on. Thanks all!

  3. Hey there all!

    I've recently been experimenting in my 7.6x rescale play-through trying to build an orbit capable SSTO with some payload mass (like 1 ton is fine, just tiny satellites). Over the course of a few weeks I've been constantly failing to even break the 120km mark, (where space begins with my rescale settings) and have been getting a bit discouraged. I just can't seem to get going fast enough on panther engines to make it up to the point where rockets can take over. I need 9000m/s of deltav for orbit, and carrying enough fuel for the rockets is taking up a lot of mass, which limits my speed.

    I've made a few SSTOs  in stock and have watched every video on them religiously, but often people use measuring sticks and rules of thumb that work in stock, but not in rescale. How should I proceed?

    If you have any tips or guidance feel free to post below! Here's my rescale settings for anyone interested.

    From the 7,6xScale file:

    // Base Settings
        
        @Resize = 7.6 - everything is 7.6x bigger than stock
        @Rescale = 7.6
        @Atmosphere = 1 - atmosphere height is 120km changed below.
        @dayLengthMultiplier = 1
        
     
        // Advanced Settings
        
        @landscape = 0.169 - This number I got through trial and error, trying to make MT K2 (Kerbin's highest peak) the same height as Everest roughly. Otherwise the mountains next to KSC are too tall to fly over.

     

    From the PlanetSpecificConfigs file:

     @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim]
        {
            @Body:HAS[#name[Kerbin]]
            {
                @SigmaDimensions
                {
                    @Atmosphere = 1.714285714285714 - I've found this value offers the most realistic atmosphere height and falloff.
                        @dayLengthMultiplier = 3.333333333333333
                }
            }
        }

  4. 28 minutes ago, mcwienerli said:

    After further review. just delete all gamefiles on your system under LocalLow\Intercept Games and it will work fine afterwards. you loose your progress... but there wont be much anyways as you probably only played for a few hours.

     

    Testing this hang on.... No dice, I deleted everything under the folder 'Intercept Games' in LocalLow, but nothing changed. Still go to create new save game, and the loading hangs on "pumping sim once".

  5. I'v ebeen plugging away at college courses this semester, so haven't responded and haven't had a chance to recheck the situation with your suggestions, but thank you both @Starstrider42 and @Starcatcher2009 - Modder SO MUCH for responding to my question. I wondered if there was a way (short of just editing the burn time in the code one by one,) to balance things to make it fair to a 6.4 rescale. Yall are amazing and deserving of praise.

    Thanks again, and hopefully after finals when I have some time I'll try to implement/test out your suggestions. :D

  6. Just booted this up and have been playing with it for a while on my 6.4x scale install.

    Do the stock engine rated burn times ever go up? Is there any way I can increase them? I'm trying to fly a Mercury-Redstone style rocket, where the LV-T30 burns all the way into a suborbital trajectory. Burn time seems to be fixed at 100 seconds, even while I've increased it's reliability to like 95% chance of ignition. In the editor it shows the full burn time at 40 minutes now, but in flight it's still just 100 seconds. 

    Any tips? Is this a bug or a feature?

  7. 3 hours ago, Tonka Crash said:

    You don't need Legacy KAS to get SEP working on KAS 1.2. Just download the patch @zer0Kerbal came up with. 

    KAS 1.2 is the latest version that works KSP 1.6.1. KAS 1.3 was a fix for changes in 1.7 and not backward compatible to earlier versions of KSP. KAS 1.4 was a fix for 1.7.1 and also not backward compatible to earlier releases.

    How I download it and in what folder do I put it?

    EDIT

    Oh I get it. I think I just edit the .cfg file for SEP_plug

    Edit 2

    That didn't work, hmm.

  8. On 3/2/2019 at 9:23 AM, AlexSheFF said:

    So, for everyone with no Link right click option on SEP power plugs I've found a solution: you need to bring back LEGACY folder inside KAS mod folder. It contains old KAS.dll which has some modules still needed for SEP power plugs to function. I think you may delete Parts folder inside LEGACY folder if you don't need deprecated KAS parts.

    Enjoy! :) 

    Can you give me any details on how to do this? Is there a place I can find the legacy folder?

    I'm running Ksp 1.6.1 and none of the power plug links are visible. I get no hud when right clicking on the plugs. 

  9. On 7/6/2019 at 2:07 AM, Xd the great said:
      Reveal hidden contents

     

    Cruise time. Set it to some insanely ridiculously large numbers.

    Tell me if my hypothesis is correct.

    Naw, that didn't do anything. Probably because the bomb doesn't have a cruise mode at all.

    If I can't change it, it's fine I'll just have to send bombing missions at lower altitude and risk the flak and fighters. I changed the stats on the Flak88s so they fire at 30rpm. I've got 6 batteries of 3 guns each with a max range of 7km and I have to fly at 5km to bomb accurately. I made the tracers invisible so it's a surprise when I'm hit, and I'm constantly biting my nails.

  10. 1 hour ago, Xd the great said:

    @Chris Bolland lets continue our discussion here.

    Did you try increasing maxEngageDistance? It worked for me. Also try increasing attack time (something with a value of 80 in the .cfg for bdac bombs)

    I don't have anything like that in my .cfg file. here it is.

    PART {     name = ANM65     module = Part     author = VintageXP     mesh = model.mu     rescaleFactor = 0.225          node_stack_top = 0.0, 0.6, -1.12, 0.0, 0.0, -1.0, 0     node_attach = 0.0, 0.0, -1.01, 0.0, 0.0, 0.0, 1          TechRequired = start     entryCost = 0     cost = 800     category = none     subcategory = 0     title = WW2 AN-M65 1000lb Bomb     manufacturer = Roaken Armory     description =  Extremely efficient against buildings, can take down heavily armored ground targets even indirectly. Meant to be mounted on the Structural Bomb Mount.     attachRules = 1,1,1,1,1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision          mass = 0.445          dragModelType = default     maximum_drag = 0.1     minimum_drag = 0.1     angularDrag = 2     crashTolerance = 12     maxTemp = 1000000000     bulkheadProfiles = srf      MODULE {   name = MissileLauncher     shortName = 1000lb     blastRadius = 59.42 //meters   blastPower = 55.44   blastHeat = 80     thrust = 0 //KN thrust during boost phase   cruiseThrust = 0 //thrust during cruise phase   dropTime = 3 //how many seconds after release until engine ignites   boostTime = 2.2 //seconds of boost phase   cruiseTime = 80 //seconds of cruise phase   guidanceActive = false //missile has guidanceActive   maxTurnRateDPS = 20 //degrees per second   explModelPath = BDArmory/Models/explosion/explosionLarge   explSoundPath = BDArmory/Sounds/explode1   useSimpleDrag = true   simpleCoD = 0,0,-3     missileType = bomb   homingType = none }

  11. If anyone could help me with this I'd be very grateful.

    Been trying for hours to get RPM to work with no luck. So far, my folder looks like this: 

    Gamedata> JSI > [Agencies] [RastorPropMonitor] [RPMPodPatches]

    I also have the ModuleManager.4.0.2.dll under gamedata as well.

    I'm running KSP 1.6.1.2401 so it SHOULD all be working fine, but none of my command pods have the RPM screens.

    The RPM version I've got in .0.30.6

    Any suggestions? I'm getting no black RPM screens in IVA.

    EDIT: I found out that I have the intractable screens in  the mark 1 cockpit (the really pointy one) and the Cupola. I think this is due to the updated IVAs of all the others. Is there any more recently updated version that adds the RPM screens to the new IVAs?

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