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[1.3.x] CONTARES 1.8.9 closed


hraban

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After KSP obviously not capable to manage more than 4 resources in a command-part ZIRP-KM/M to be rebuilt. The Electrical is laid in a separate part or maybe I'll make a special commando unit. Thus, the ZIRP-KM/M would only fuel support including engine.

Do you have suggestions or ideas how it would be possible without division?

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After KSP obviously not capable to manage more than 4 resources in a command-part ZIRP-KM/M to be rebuilt. The Electrical is laid in a separate part or maybe I'll make a special commando unit. Thus, the ZIRP-KM/M would only fuel support including engine.

Do you have suggestions or ideas how it would be possible without division?

To have this number of resources in a part, you must have a module that consumes a resource (I.E. generator) to prevent bugs (icon scaling?).

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To have this number of resources in a part, you must have a module that consumes a resource (I.E. generator) to prevent bugs (icon scaling?).

Hello Beale and all other helpfull readers,

the generator is implemented but the electric-charge jumps to zero when the part spawn out of the creation-building.

MechJeb and SAS consuming electric.

I have no idea why the part behaves so funny. :(

Here the config for ZIRP-M:

PART
{

name = ZIRP_M
module = Part
author = hraban

mesh = ZIRP_M.mu
scale = 1
rescaleFactor = 1

node_stack_bottom = 0.0, -0.64022, 0.0, 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size2

TechRequired = flightControl
entryCost = 4600
cost = 1300

category = Pods
subcategory = 0
title = ZIRP-M
manufacturer = CONTARES
description = ZIRP-M is a powerfull Engine with integrated Control-System for Satellite-Injection.

attachRules = 1,0,1,1,0

fx_gasJet_tiny = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, running

sound_vent_medium = engage
sound_rocket_mini = running
sound_vent_soft = disengage
sound_explosion_low = flameout

mass = 0.5

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 1800

stagingIcon = LIQUID_ENGINE
fuelCrossFeed = True

RESOURCE
{
name = LiquidFuel
amount = 392.4
maxAmount = 392.4
}
RESOURCE
{
name = Oxidizer
amount = 479.6
maxAmount = 479.6
}
RESOURCE
{
name = ElectricCharge
amount = 500
maxAmount = 500
}
RESOURCE
{
name = MonoPropellant
amount = 60
maxAmount = 60
}
MODULE
{
name = ModuleCommand
minimumCrew = 0
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleReactionWheel

PitchTorque = 2
YawTorque = 2
RollTorque = 2

RESOURCE
{
name = ElectricCharge
rate = 0.1
}
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = False
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 20
heatProduction = 30
fxOffset = 0, 0, 0.15
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}

atmosphereCurve
{
key = 0 326
key = 1 200
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 4.0
}
}
MODULE
{
name = MechJebCore
}
}

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@davidy12

Really, that's not difficult.

Pranks TA (and the C for native english) and they get ... ROKOT ... ROCKOT(UR-100 / SS-19)

Oh, sorry not an ICBM specialist. :D

- - - Updated - - -

Plus I don't pick up on those names that easily.

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Hello all,

next small update to version 1.3 is ready for download. See first page and download via KERBAL STUFF.

This mod include:

- parts to build the TITANIA-Rocket to start K150 Pod safely

- parts to buid the ALIYANA-Rocket to bring Satellites in high orbit (GTO-Injection for KERBAL-Standard-System)

- two 1.25m node Parachutes for heavy payloads and capsules.

Have Fun!

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@DarthVader

All parts are optimized to Tantares sizes. Based benchmark is TLV.

So TITANIA ans ALIYANA has both Ø 1.875m and the half length/high in comparison to the human-earth models.

The RioNegro is in two times. Ignoring the test engine with large, undivided openings in the fairing.

Edited by hraban
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As a hardcore sandbox hobbyist I have the Techtree absolutely not on the screen. Suggestions and discussions are welcome.

[ironic on] However: Is there really people who view the current techtree nearly as realistic in terms of the logical development of the fictitious space history? :wink: [ironic off]

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That's really nice!

Second stage engine texture is very interesting. It I alike a foil?

Hi Beale,

did not want a bare engine and so I thought to myself, dressing it with foil.

Naked engines are indeed a feast for the eyes as well as polygon graves. :wink:

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