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KSP2 Release Notes
Everything posted by CobaltWolf
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[1.10.1] Dodo Labs - v1.3.1 - Stockalike Electron
CobaltWolf replied to tygoo7's topic in KSP1 Mod Releases
@elbuglione right to use the proper ISP (the math actually works out and KSP engines are close enough to IRL ISPs) but the real-life thrust shouldn't be used due to the fact that KSP parts are not at real scale. There isn't a perfect answer for thrust, but what we've found in Bluedog is that things work out fairly well with 25% thrust on sea level engines and 50% on vacuum engines. Of course, that's a little weird for SL/Vac variants of the same engine, but that's the least of KSP's problems... Alternatively, split the different and do like 37.5% of IRL thrust (What we had to do with the J-2 and J-2-SL) @tygoo7 see above. -
Terrainium - World building experiments
CobaltWolf replied to Nightside's topic in KSP1 Mod Development
Impossible with just a height map. -
It's taking a long time, and there won't be *that* much new stuff (Delta II, Atlas V, solids revamp, a couple misc parts like the extending RL10s) but my free time isn't what it used to be, so I'm happy just to still be working on things at all EDIT: Just because, happy anniversary to the Atlas V which launched for the first time on this day in 2002!
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*drools*
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But, let's stop talking about MX for now, since I was able to get some work done this weekend on the Scout stuff, and started to clean it up and get it pushed in game. There was a lot of little fidgety stuff that had to get done - the end caps for the solids, for example - and so it took a good bit of work. I don't have anything in game yet (well, Algol and Castor inlines are but I didn't start up the game to test them yet) but we're getting there. Here's some update screenshots: STAR-31 "Antares" 0.625m Solid Rocket Motor - Scout 3rd stage, Redstone-Sparta 2nd stage, a bit more powerful than a traditional vacuum solid since it's where most of your circularization dV comes from. Left is the 'advanced' Antares for Scout, which has 3-axis RCS control (including for spinning up the 4th stage) in the non-jettisoning shroud around the nozzle. In the middle is the 'basic' Antares (yes I am including two versions, I hope people aren't mad, I wanted a version where you could see the nozzle) with its autoshroud, and on the right is it in flight with the shroud jettisoned. Here's the bell for the new Castor-IV radial solid (the radial version of the Scout Castor since 0.625m is too big for Castor 1/2). Apologies if the recurring reddish bells bothers anyone, there isn't texture space for other colors and I wanted the Algol throat to be that color. I might desaturate it a bit. A quick Maya screenshot to show something I was messing around with - Castor IV-XL, Castor-IV (the radial that is already in game), Castor-1/Castor-2 (could replace that weird orange SRB with this if everyone is ok with that, issue being... well, it looks identical to the Castor-IV and so can't be told apart in the VAB part list), and then the inline version with the non-jettisoning shroud and 3-way RCS control. Note that the radial versions don't have the spiral stripe thanks to some UV trickery Lastly, a quick look at the emissive for the inline Algol first stage. I'm hoping to get the thrust vanes to actually function thanks to some improvements in the stock modules over the years The radial Algol will use a modified version of the Castor nozzle.
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If I remember (I don't do much of the balancing for the mod) it's about 5.5K dV that you need for orbit in 2.5x. Early rockets I think are maybe a little underpowered because their payloads were very small and hard to recreate in KSP. The Saturn V in the stock system has way too much dV. I think I understand - the actuator can be mounted towards the bottom since that won't change the angle the linear pressure is being applied to the nozzle from. There will be at least two, yes - I had experimented with 4 so there was more symmetry but I don't know if I'll keep it. The weird thing about the extension actuators on the pictures from the Nuclear Museum is it doesn't seem like the hinge on the 3rd section can slide up and down the rod - maybe I'm misunderstanding it and there is a smaller-diameter rod inside that it pushes on? That would be neat looking in game to watch extend... Perhaps this drawing will help? The Engine Nozzle Extension.... uh, C-something (ENEC) Actuator is clearly called out above the 3rd stage, and it appears the Nozzle Thrust Vector Actuator is called out below it.
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nee-nerr nee-nerr
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I've definitely come across visual depictions of this but I don't care to share them here.
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@Pappystein @schoff123 alright then, I suppose I have one more question - for my purposes, they would essentially be mounted angling away from the nozzle to allow gimballing clearance, and apart from that they would be essentially a fixed, stationary part of the end cap from our perspective? ie the actuation would be buried and not visible?
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Thank you, that is very helpful! However, I am still puzzled by the Castor 30 which uses a different method of actuation than the STAR 48 and 37 that @Pappystein posted. While those work pretty much as you expect - they are perpendicular to the nozzle, with one end fixed to a stirrup and the other fixed to the engine bell. However on the Castor 30, you can see the actuator below the nozzle in this image, it almost appears to be jammed in the space where 'Flexible Joint' is written on your diagram. Also note that it appears that one end of the linear actuator appears to be more or less floating and not connected to anything other than a cable. Strangely enough, I was able to find who makes the actuators for this specific model of engine. Didn't tell me a whole lot though.
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go away, bother @Daishi
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I for one like the traditional Tantares gray soyuz quite a bit
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IIRC was that not a station, but a spare Almaz converted to be a giant satellite? In any case - if a purpose can be found, I think it should be made! More variety the better.
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Alright, can one of you do me a favor, and go into Gamedata\Bluedog_DB\Compatibility and delete the RealChute folder, and tell me if that fixes things? The config hasn't been updated in over 2 years so I don't know why it would be screwing up now. @Skyrunner84 if you do this make sure you uninstall RealChute as well!
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But, everything is working now? I am not sure what the issue would be other than perhaps the RealChute configs were running when they shouldn't. Me neither! Had to take the last couple of nights off to take care of Real Life TM but hopefully I'm going to be able to kick some more stuff out the next couple of days.
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(I don't know why you cut part of your post, forums aren't instant messaging, you can reply to older stuff ) I had to go dig up our old conversation about the dimensions for the MX stages. Good news is, I threw them together in Maya and they seemed to be scaled properly. Bad news is, I can't find anything on how the nozzle extensions worked You mentioned 3 actuators, and I was able to identify them in photos from the Nuclear Museum but they don't appear to interface with the non-extending part of the nozzle. (Twitter link has an image in the third tweet or so from that series) Related, but I am struggling to understand how the actuators for these solid engines work. Near as I can tell it's just some linear actuators jammed up inside the mate between the embedded nozzle and the casing, but that doesn't make much sense to me - it's not like they're pushing against the nozzle with any sort of leverage. I'm sort of in a holding pattern for detailing the nozzles on the 1.5m solids as a result, in addition to what I asked about above. One issue I'm noticing with these revamps is I am spending a lot of time doing research, collecting photo references, etc because I really, really, really don't want to have to remodel all this stuff again. I want it to be right the first time So, if I don't have an answer or solution to something, I will err on the side of collecting more information before I commit. EDIT: I have been informed that all the MX-Peacekeeper stages use Liquid Injection TVC, but that doesn't answer the question for the Castor 30/30XL and the STAR-37FV and STAR-48BV, which use some sort of hydraulic actuators. I suppose the Burner 2 equipment could be a 'strap on' part, but it wouldn't look as nice (I couldn't bake the AO shadows in if I did that) and would be fairly single use I'd think, or at least, difficult to make useable in other configurations. I suppose thrust vectoring would be possible, but in that case I think I would combine them. Either have the existing STAR motors with minimum hardware (ie just the actuators, not the boxes and cabling and such on the real 'V' models) but with wiggleable nozzles... or, I don't know what else. Will have to make a pt 2 post this afternoon since I had some more things to share, but for now see how the Athena-II is taking shape. I think I've settled on the Castor 30 version being the one represented in BDB, since the Orbus 21 will have to be for IUS and I don't feel the part would be able to fill both roles. This image also illustrates a bit how overscaled Scout is in BDB to fit within stock sizes... EDIT: If the Athena looks a bit too short, it might be. I need to check the lengths of the Castors, and I have been leaving a little extra room for decouplers.
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@Stone Blue
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I think I see the issue; X-248 and X-258 are both referred to as 'Altair' so I assumed they were the same. In any case, that feeds into my hold up with adding more of these small solids - the 0.3125m size probably has enough flexibility between the Staara-10 and Staara-20, and I don't want to add another diameter.
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This is the motor that the Staara-10-LYC motor is supposed to represent, but yeah I'll keep that in mind. Though, it's interesting that you bring up those other solids since the X-248, X-258, and FW-4D are represented by the Staara-20 (New model for which is shown about halfway up this page) and not the Staara-10.
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Sketched out a model for the Athena 2 Orbital Adjustment Module. 1.5m monoprop course correction / kick stage, for fixing your orbit after your solids have finished firing. Not this isn't textured, I just set some basic materials and rendered it with AO to make the details stand out a bit. It has 4 MR-107 thrusters (the current HAPS has 4 I think, new HAPS will have have the more accurate 3) as well as 6 RCS thrusters for attitude control. If this isn't big enough for you, there will also be the Peacemaker Post Boost Vehicle (PBV), which is also 1.5m but will have a small LFO engine and tanks.