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Krazy1

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Everything posted by Krazy1

  1. Found a plume issue with the Ram engine from Better SRBs mod. It is set far behind the nozzle. That's the only one I noticed like this. The Lance engine from that mod is good. There's a typo in the config file... line 100, should be 0.37 not 30.37.
  2. Launched a reasonable rocket on an absurd mission to test landing gear and a jumbo nuclear engine on a solar orbit. It would have been nice to USE the 12 ton engine to get to solar orbit but that would invalidate the test. It had some (overly?) complex staging.
  3. Thanks for all the testing. Wow. The sliding door Mk1 bay is great and unique... but this time I want to use the 2.5m CRG-15. So, hopefully that fix is very similar?
  4. Having trouble with cargo bays not occluding drag for parts inside. Tested 2.5m CRG-15 and Mk1 Sliding Door. Stock bays work as expected. KSP log player log Same problem for DaMichel's Cargo Bays. https://forum.kerbalspaceprogram.com/topic/207351-112x-damichels-cargobays-dcb-version-11990-prerelease-27-jul-2022/?do=findComment&comment=4311592
  5. Pics added last page ICYMI. That was a size E... there's an I coming in 40 days. Can't even guess how big that is.
  6. I had a contract to test a Flea in Minmus orbit. There was no reason to stage then so I noticed the burnout is quite long and more importantly the sound never stops. It may seem like an unusual use case but Kerbals have strange contracts and players do weird things. I entered it on github, if you have some time.
  7. I made it to the class E asteroid in JNSQ... and it's freaking huge! The ship has a Terrier and 449 sec of fuel: 2289 m/s dV. After klawing, it has 0 m/s dV and 0.00 m/s acceleration. Guess the mass. Pics later. Pics now:
  8. #1 is intentional. Real SRBs don't instantly stop burning when they're almost out of fuel. RSMP mod is more realistic than stock. Shuttle SRBs: UPDATE: OK I see what you mean now... it never stops burning, ever. And making sound. I'll post on RSMP thread.
  9. The Steam file verification does not work correctly on modded KSP installs. It gives false positives like this. I only use my Steam KSP copy as an unmodded source to make new KSP installs, using CKAN, then mod the new copy. Need more info... what's the lat/ lon on Bop where you saw this? What KSP version? What mods? Kopernicus? Parallax?
  10. Or with a Whiplash and 2 Terriers. Ladders also have huge drag. Add another crew seat for an engineer, put the ladder in storage and weld it on when you land. Other mistake I made was pitching up too high. You only need 5 deg. maybe 10 when you turn on the rocket engines. Let your horizontal speed carry you to orbit 1/4 orbit ahead. I launched a Minmus probe earlier this week for 2 contracts… fire a Flea at some altitude and achieve a certain orbit. Pics: Today I launched a rocket to rendezvous with a class E asteroid approaching Kerbin. It’s at 152 deg inclination. Launching east is hard enough in JNSQ… going southwest, I lost about 350 m/s surface speed. It took about 5-6 trials to get it right. The updated RSMP makes the SRB plumes look great but maybe a bit bright on the ground? I turned on Godrays in Scatterer but I'm not sure if I like the sunflare as much. Prototypes: Final Launch: Center stack: Clydesdale (8-slot), Skiff, Terrier (on orbit only). Boosters: Thouroughbred (10-slot), Skipper I got 3.3 deg. relative inclination to the asteroid… not bad.
  11. Well I just lost a HUGE post trying to add a quote
  12. Wow. Double bird to that planet. It has 6.5 km/s low orbit... same as stock Jool. Will a rover even get up a slight hill or be able to stop downhill? Good luck!
  13. I think the video that covers this is HERE. So weird. That's just makes no physical sense. Well, me too. It seems best to test all the parts to verify the drag like Duke did. Textbook approach to C.Yeager. Kerbal textbook. Not stabilized. Right wheel, then nose wheel, then left wheel. Only need half of a level 2 runway to stop a 250 t hypersonic plane. Then taxi on the grass to the terminal.
  14. Yeah, I found that too. I think each cargo part has to be entirely inside a single cargo bay part to shield drag. KSP does not consider multiple bay parts as a single big bay when occluding drag. Pretty lazy IMO. So any combination of tanks as long as 2x Jumbo-64s will have a middle tank that bridges between cargo bay parts and will have drag. BTW all of the addon bays I've tried (DaMichel's CargoBays and Airplanes Plus) have no drag occlusion at all. But there's still 1 part that has drag right? I suppose you could have 2 sections of satellite that are redocked inside the cargo bay before deploying it in orbit. 2 more docking ports though
  15. I agree. There is a key option to do this... ... but I didn't use it because T also toggles SAS for me (and I didn't bother editing the config file). With v.2.4.5 LBM and leftAlt+T toggles trajectory; RBM and rightAlt+T toggles GUI Actually I wish more mods were set up this way, like this suggestion for Waypoint Manager.
  16. I think this is the standard JNSQ sunflare. I also have Scatterer Sunflare (and Scatterer) installed. I found the textures here... GameData\JNSQ\JNSQ_Textures\scatterer\Esther_G
  17. Mk1 cockpit is rated 2000K skin and 1100 K internal... Mk2 is 2500K/ 1300K. That's a huge difference. It's hard to reenter with a Mk1. Personally I'd swap the cockpit and shock cone intakes. 1 shock cone is enough air for 2 Rapiers so I'd put that on the center - it can take 2400K and it will get the most heat because it sticks out farther in front. The 2 cockpits should be "a little" cooler then and have 2 crew too. That's not cheating... that's just planning after you succeed. I just learned something... if you pause and then press F2 to hide HUD, you can use the mouse to move the camera, so you can relax when taking action screenshots. I'm still flying PAX around JNSQ Kerbin, hoping a drag bug in addon cargo bays can be fix before I launch my next big interplanetary lander. Cruising at 1700 m/s, 22 km alt. More pics:
  18. Could you send a video from the mechanical astral plane you're on so we mere mortals can understand this thing?
  19. Nope... bad link. I did some bug reporting for a cargo bay mod and now I'm doing my homework. I didn't know NASA actually did multi-pass aerobraking on Mars.
  20. Tested... parts inside all bays have drag. Bay size, internal part node or surface attached didn't matter. Also saw an Airplanes Plus bay has the same issue. Posted in issue 45 Another little thing... there are 2 node attach points offset slightly from each other, one correct distance, one slightly inside the part you are attaching to. So when placing the CB, you need to fiddle with the placement to avoid parts overlapping a little and having some z-fighting where they overlap. It's hard to get the right placement with the 5m size parts especially. ICYMI @zer0Kerbal
  21. Hi @zer0Kerbal I'm using 1.1.99.1 prerelease and I tried a new ship with a 2m long 2.5m bay and saw some issues. The drag is not occluded for parts inside (bug #45) The surface lighting on the doors looks odd to me... maybe related to bug #44. When hovering pointer over it, not all the panels/ sections of the curved door surface are highlighted, and which sections are highlighted changes with camera position. The highlight itself doesn't bother me but the lighting seems to behave similarly. The yellow frame inside seems to glow or too light, not sure. Seeing orange error on screen in editor when loading a saved ship. From KSP log: [ERR 17:43:11.107] [ModuleCargoBay]: Module ModuleToggleCrossfeed is not an IScalarModule In the PAW, the open/ close toggle button always says "open doors" even when they are open. It does appear to open/ close correctly however. KSP log player log Not ideal - lots of other mods. Thanks for maintaining this mod. It gives ship builds a lot more flexibility.
  22. Yeah, it goes to max FPS in 2D. Not efficient. I use Radeon Chill to reduce FPS when I'm not moving the mouse. Helps a little. Also cap FPS to screen max FPS
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