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tjsnh

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Everything posted by tjsnh

  1. I tried out the parts for 5 minutes or so - I'm going to be making some tweaks for balance for my mod, but they weren't "broken" that I noticed.
  2. OMSK 3.7 , which I think was the last version, plus the fuel tank textures without the USAF logos. https://www.dropbox.com/s/sze74odq1pulwd0/omsk.zip?dl=0 I reached out to SnowWhite in a couple of places, if I don't hear back in about a month I'll just start including the parts in my NASA mod under CreativeCommons. It's truly a shame when stuff gets abandoned.
  3. I do, I can have a look when I get home and see if I can upload it somewhere.
  4. I know, but I always like to have permission first anyway. I redistribute a few parts (from mods no longer maintained, or that were removed from other active mods by the creators) in my career-mode mods, thus far all with the blessing of the original creators. I'd like to keep that going.
  5. I still use OMSK as a source for redstone and early-end Atlas parts for my NASA career-mode mod. I tried out using one or two alternative packs (such as BDB) for these two launchers, but they were too "heavy" and I ended up having to remove so many parts that it felt like a waste to have them as dependencies. I'd love to adopt the redstone and atlas parts if snowwhite ever decided to "officially" abandon the mod and allow it.
  6. If you ever deprecate the Venera parts, let me know, I'd love to adopt-and-maintain them in such a case.
  7. Now that 1.1 is out, I've reached out to the developers of the dependency mods about their release roadmaps so I can plan accordingly. The next version will be out as soon as is practical, to avoid having the dependencies get updated right after this mod, which would require another quick update.
  8. Now that 1.1 is out, I've reached out to the developers of the dependency mods about their release roadmaps so I can plan accordingly. The next version will be out as soon as is practical, to avoid having the dependencies get updated right after this mod, which would require another quick update.
  9. Ive been having the same issue since the earlierst 1.1pre builds. Particularly troublesome in VAB/etc where the left-side category buttons fail to render. I play in windowed mode on Linux, fullscreen on Windows.
  10. Speaking only for myself, I like this look FAR better than the old one.
  11. Looks a bit more playable/balanced Also looks comparable to the performance results I get with home grown patches. Able to boost a Soyuz into a mediumish orbit, but not to the Mun - but able to boost a smaller probe payload to Minmus.
  12. On the left is the full NLV stack that almost got escape velocity. On the right is the dark grey fairings on the smaller engines I mentioned. It doesn't look bad in my opinion, but I mention it just incase it isn't intentional.
  13. It was the full stack of the NLV parts, let me take a screenshot pick. (which will also show the dark fairings I mentioned)
  14. 1.1pre testing : Parts look amazing, mesh/skins seem good. Fairings for the small engines show up as dark grey instead of light grey - not sure if this is intentional or not, but it doesn't look "bad". Engines smoke near the ground but no flames yet, I suspect this is because its not yet added. The full black prince stack flies pretty stable in the first stage, second stage has some minor tumbling issues. Performance wise .. well .. I used a sample payload of a HECS probe core, a couple batteries, and a couple solar panels, to mimic a 'propsero' and this is how far i was able to send it : Almost escape velocity from the Sun .. I had to take the screenshot at an angle, since zooming out all the way on the default view wasn't far enough to see the aps. The main culprit is the "druid" engine. Way, way, way, too efficient. Other than that, the bottom two stages seem pretty well balanced relative to the size/intended-payload.
  15. Expanding the 0.9375m collection is a much welcomed addition. It will make crafting things like Atlas/Able possible and provide more options for upper stage payload boosts.
  16. Some of the contracts may be completed multiple times, and that is intentional - it's to give some reward/motivation for "routine" spaceflights so they aren't a pure drain on funds. However you shouldn't be able to get the same contract more than once at the same time.
  17. Yeah, boosters in KSP often feel a little overpowered (especially upper stages) , but I thought sending a Soyuz off on escape trajectory from the Sun was a bit much The local modulemanager patch I run to balance things out (in 1.0.5, havent started for 1.1 yet) mostly just reduces efficiency curves for a few of the engines, tweaks a few weights slightly, and believe it or not, boosts the amount of fuel in the Blok-D tank so it can be used for circummunar soyuz flights with the nerfed/balanced Proton stack.
  18. Sounds like a bug, normally you should only get 1 at a time. I'll double check that all contracts are flagged correctly for that for the next release (which I'm testing out now with the 1.1 prerelease)
  19. More testing with the 1.1 prerelease. Most parts function perfectly, I only ran into functionality issues/glitches with one part (the crater/luna probe core, mentioned below) and tested about 95% of the parts in both tantares and tantaresLV I have not yet tested the MAPC beta. I did, however, run into a handful of balance/power issues. Please don't think I'm whining or being a big complainer, just reporting results with 1.1pre. New proton parts posted a couple of pages ago, with a full TKS/VA, and stock 2.5m shroud no fins or struts slightly wobbly, but flew well on assent stage 1 seems way overpowered (too efficient?) 200km orbit EARLY in stage 2 , but stage 2 on its own seems decently tuned 3rd stage engine way too efficient, I got the full TKS/VA payload JUST shy of the orbit of Jool (Sun aps of 56,454,855,644km ) using only the proton 3rd stage. As an analogy to the proton, the full rocket should be able to push the TKS/VA about halfway to the Mun... SoyuzLOK/LKlander payload, N1 rocket, stock shroud without fins, flies out of control under 2000m. Gridfin part might be a very apropos addition to put on the roadmap? with 8x elevon1 on 1st and 2nd stages, first stage flies very well, 2nd stage mild tipping (one full 360degree flip) issues but recovered, 3rd stage reaches Mun orbit (almost exactly), making a 4th stage with LLV-E050D pure overkill For context, in 1.0.5 the same craft gets _slightly_ worse performance, with the 3rd stage cutting out about 3/4 the way to the Mun. The LLV-E050D engine remains, as in 1.0.5, an order of magnitude too efficient. Using the S/L/N stack I can boost the soyuz/LK (the intended payload for the N1) out past the outer orbit of Eeloo, burning for 17 seconds after reaching escape velocity from the sun , mostly thanks to the E050D (that is to say, escape from the Sun without even staging into the LK's engine) . Other booster stacks (PLV, etc) were similarly a bit overpowered, but the Proton and N1 (along with TLV/Soyuz posted yesterday) were the worst offenders (only ones I would consider legitimately busted) which is why I posted specific results only for those two. Crater/Luna probe lacks a transmitter and is very glitchy if loading from a saved craft into the VAB or using "revert to vehicle assembly building" (can't click the probe core, move it, etc) (LOTS of problems with remotetech installed, but that's a topic for another thread) Survives low/medium speed impacts with the ground pretty well, and flips itself upright almost every time when the petals deploy. Bottom line : Just about everything is working well, except the Crater/Luna probe core. However, the rocket stacks remain significantly overpowered relative to how far they can boost their "intended/default" payloads. If extra manpower is needed to do performance tweaking on the engines/tanks/weights/etc , consider me volunteered.
  20. The adverse wobbly roll was recoverable-ish , it felt like flying without SAS.
  21. I'll be doing some more exhaustive testing tomorrow (trying to spend some free time doing testing for the various mods I use and giving feedback), should have more updates then. It's hard to know if some of the differences are due to game physics changes, slight aerodynamic differences due to part rendering in unity5, etc etc. I suspect most parts-pack mods are going to get a bit of tweaking/performance editing to account for the combination of minor differences going into 1.1.
  22. Just an FYI - some testing with the 1.1 prerelease. All parts work just about the same as in 1.05. No clipping or mesh issues, textures look great, everything functions etc. The only thing that's really behaving differently is the fully assembled energia+shuttle stack (tried with multiple shuttles to verify) has very sloppy roll control on assent. I wasn't able to fix it with fins or reaction wheels. Not sure if it was an issue with my craft or one of the physics tweaks in 1.1 Also, FWIW, decoupling the zenit boosters from the energiya core on assent tended to bounce off the shuttle wings, rather than rip the shuttle wings off. Maybe Squad made the wing parts "stronger" ...
  23. FYI - some testing with tantares/tantaresLV in the 1.1prerelease (otherwise stock, no other mods or patches): R-7 significantly easier to fly than in 1.05 (without fins clipped into the tanks or any other tricks), both "sputnik" and "soyuz" configs. R-7 way, way, overpowered - worse than 1.05. "sputnik" config R-7 can boost a vostok into a 200km circular orbit without even using the wayfarer vostok stage. "soyuz" configuration can similarly boost a soyuz WITH R-7 upper stage into a 120km circular orbit BEFORE staging into the R-7 upper stage. With the upper stage, and without soyuz service module, it's easily capable of getting to Minmus. VA/Soyuz DMs re-enter like a charm. Performance is excellent. Vostok DM has thermal issues on re-entry, slightly worse than 1.05. Out of 10 re-entries with various profiles (angle between 10km and 30km) spontaneous explosion on 3 out of 10 attempts. 20km seems to be the "magic angle" for not overheating and exploding. Changing the part's max temp may resolve the issue. Aerodynamic breaking is LESS of a problem than 1.05, all 7 successful re-entry attempts slowed down enough to deploy the chute with altitude to spare. There were bugs staging into some non-engine parts. Mainly a couple of the decouplers, and the soyuz parachute. I had to right-click to use them, staging was ineffective - no idea why. No clipping/mesh issues with any parts, textures all loaded great (except one of the 3-panel solar panels, I suspect you already know about that one), docking ports seem to work, etc etc. Will probably do more testing and throw more random feedback tomorrow.
  24. So, relative to the discussion about the Soyuz/Tantares size and holding 2 or 3 crew, I just figured I'd throw in a few thoughts as this is something of a concern for me: Kerbals are not Humans. Their heads are WAY too big for their torsos. Their space helmets are significantly wider, relative to their torso, than that of a human space helmet. A shape that fits three humans, scaled to Kerbal size, might not look right to fit even ONE Kerbal correctly. I can live with that. That said, the Soyuz DM at 1.25m is in my opinion too small for 3 Kerbals. I can live with having two in there, telling myself they're just cramped, but 3 is a stretch. I'm willing to sacrifice a little bit of "real world exact match" for the sake of playability and adaptation into the KSP universe. When I play KSP, I often use a modulemanager config patch to scale the R-7 rocket parts, and the Soyuz parts (along with Vostok and a few other minor things like payload fairings), up to the 1.875m size. At this size, it is far more convincingly able to carry 2 Kerbals comfortably or three of them cramped. There are some occasional glitches and drawbacks to the rescale, but I can live with that. The major down side to re-scaling the Soyuz and R-7 parts is that they look out of whack when flying in proximity (say, docked to a station) to the TKS/VA or other parts. It's a give and take. In the end, Beale had to pick a size to work with given the limitations of KSP and the goal of being "stock alike" (which, frankly, is one of the primary things that attracts so many of us to his parts!), and in my opinion the sacrifices and size/scale choices he has made haven't been inappropriate. After all , if we don't like it , we CAN simply change the configs.
  25. So that new Proton beta - outstanding. Works great, and I absolutely love that new third 5-in-1 stage engine.
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