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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Given Regolith is biome based, the only way this could even be an issue is if your ship straddled two biomes, and one biome happened to have different resources than the other. You do have the current Regolith version correct? This is pretty important. (Side note - this would be a Regolith issue not a CRP issue).
  2. That's probably about right... weather balloons do explode at a certain altitude, but I'll do a couple of checks with the latest changes - the older code was flinging you up to the stratosphere, the newer code should be a more realistic ascent, but should still get you to 60K or so. I have not done a full pass on balloons yet. Balloons are a WIP Give them a bit more time, but start playing - especially in making realistic ascents, etc. The ISP numbers are based on the KSP Aerospike, just slightly worse. The reason there is SAS is that I didn't see the value in making two different probe cores. Once you unlock a reaction wheel you're golden, but that's later in the tree anyway. The drag bit is a FAR thing... Now that the parts are done for this, if you folks want to mess with FAR configs I will happily take them in
  3. I'll need to poke around pretty much everything that uses it and make sure there are no weird mass conversion issues. Will plunk it on the slate for 0.91, as it may end up being a breaking change for MKS/OKS.
  4. Log a Github issue, tho (as asked in the other thread) I'm curious why the change as it impacts other stuff now (and that is a pretty significant change).
  5. Yep, it originated here and my preference is of course to be neighborly. Log a github issue on the CRP bit. Not too much of a biggie since it makes things lighter, though it will probably result in some really weird conservation of mass issues. Why the fairly drastic density change?
  6. Yikes - yeah, never seen that before - new one on me. And SAS is off, and you don't have MechJeb doing something silly?
  7. Oh - I've had it rotate after leaving warp but SAS immediately corrected it (it was more of a minor annoyance). I have not had a case where you could not stop the spinning...
  8. Have fun with those, tho they too are getting a refresh FYI the aerospike is based off of this one:
  9. Not normally Though it's based on how hard you push it, if you try to turn with the drive engaged, fragility of your ship (use struts!), etc. Not easily, but I take pull requests More an unintended consequence that I let ride The drive is risky and scary and will sometimes eat things. And I am ok with that.
  10. Try it on a clean install, see what mod is causing you grief. Did you change values of TAC-LS va Universal Storage, etc.?
  11. Nope on both counts. SR ISP went down to be slightly inferior to the stock starting SRB. Difference is fuel capacity and max thrust. The aerospike pops up a lot later in the tech tree, and has a slightly inferior ISP to the stock aerospike.
  12. Does it actually deplete once active and in use? i.e. does your battery go down?
  13. Yep, see above. There's a reason these bits work on rails.
  14. Foldable panels fit in the 0.625m payload package Also - everything got a TWR revision and a mass/aero check so they are a bit tougher to get to orbit now, even with FAR. Oh they have bits that dig deep into the tree - i.e. the new tanks and aerospike engine. They are meant for long term use in your career. I do however have to do my price balance.
  15. Switched to ElectricCharge and gave you a lousy battery instead
  16. A pre-release is up. THIS IS A PRE-RELEASE AND YOU MUST DELETE YOUR OLD SOUNDING ROCKETS FOLDER! Note: This is just on Dropbox for now as this is not the official release. File is SoundingRockets_0.2.0_PRE.zip Tech tree is fully integrated. Your starting bit should be a payload truss (you can find it and it's fairings in structural). Best is to turn off snap and surface attach your batteries, probe core, and science packages. The gyro and chute have their attachment point in the middle as they should be center-attached on the payload truss and fit neatly inside of a 0.35m payload package. Parts include: Winglets in three sizes 0.625m LFO tank 0.35m LFO tank 0.35m RCS stabilizer 0.625m Solid Fuel rocket Short/Long 0.36m Solid Fuel rockets Radially attached probe core 0.625m and 0.35m payload trusses with matching fairings Four radially attached science payloads Radially attached parachute Nosecones with parachutes in 0.35 and 0.625m sizes Launch stick 0.35m gyroscope (acts as an SAS) 0.35m stack decoupler Radially attached mini battery (lousy EC/weight ratio but good for a starter one) 0.35m-0.625m adapter (hollow, so it does not block engine thrust) 0.35m aerospike LFO engine Enjoy!
  17. Yep. Well, close. Your root part is a payload truss that you affix your probe core, batteries, and experiments to. The nosecone atop it includes a chute. There's also a nifty radially attached packed parachute you can plunk inside your payload packages to add extra chutes if needed. And yeah I am totally adding in a little spin-stabilizing SRB. Basically twin thrusters that you can use to provide a quick burst of spin as needed, and stage accordingly.
  18. You should hide your airbags and floaties behind a heat shield if using DRE. I usually toss mine in a procedural aeroshell that I jettison once I'm at more reasonable velocities.
  19. One is it's stack attachment, the other is to attach a docking port or decoupler. It's spaced so that a Rover can have docking ports on the roll cage and the RDS and auto dock when you're done playing
  20. I have no idea what Future Reloaded is. But the license terms are covered on the first post.
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