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Everything posted by tjsnh
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Straight up to 300 m/s , then over to 45degrees until about 1000m/s then horizontal 90degrees (still in first stage), and keep burning until all stages are out of fuel. Took my aps within 200 million km of the sun.
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Three observations with the NLV beta : 1 - Seriously overpowered. Once I got the rocket flying straight, it had enough delta-v to put the prospero core on a trajectory almost right into the sun. 2 - Adding fins solved the flipping problems. I added four of the "winglet" fins and clipped them into the fuselage just above the bottom engine, and everything was fine. As mentioned in the other post, I solved this with the R-7 by making the bulge-tank heavier, not sure what would "fix" the issue in this case - maybe increase the weight of the top engine? 3 - The new fairing base is awesome.
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I had similar problems with 1.0.5 , especially with the R-7 parts. I fixed the R-7 by increasing the bulge-tank's weight significantly, and/or by adding fins clipped into the lower body. Will try out the new NLV tonight!
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That's the method I was using before, with difficulty, but just for the R-7 fuel tanks and the two engines (which aren't especially complex shapes/etc) the rescalefactor seems to be working pretty well.
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... as always, the simplest explanations turn out to be the right ones ... that seems to work quite well .. not sure why I've had to fiddle with nodes in attempting to rescale other parts by hand, looks like by trying to do so I was just making more work for myself that wasn't needed. Thank you so much.
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Love it so far. Would absolutely LOVE to see the scale/node values needed to resize the R-7 rocket parts to 1.875m , I've had nothing but failure trying to do so.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
Update to 3.0 posted. -
Updated to 2.1
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These projects: http://www.astronautix.com/articles/bygemoon.htm Some example renditions: I've been able to get some pretty slick re-creations of these with the existing tantares gemini and stock/existing-in-tantares parts. A new size gemini capsule will still be great for them, but a small size adaptor (again, maybe a decoupler that doubles as an adaptor up to 1.875) would be needed.
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Yeah sad that kerbalstuff has gone away. I'll be updating my various mods with new hosting this weekend.
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Are there plans to make a small 1.5-1.875 (or to 2.5) adapter for the new gemini capsule for use without the service module? (maybe a decoupler that doubles as a size adaptor up to 1.875?) Specifically I'm thinking about things like the gemini direct-assent proposals for lunar missions back in the early 60s
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Dont know if it's a known issue, but the aerodynamics of the parachute for the new revised gemini beta are .. a bit off .. resulting in krakeny horizontal flight when deployed.
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Tested out the gemini beta. Flies great, but had trouble landing. Tried a few descent angles, and it seems like the aerodynamic drag doesn't slow it down enough to pop the 'chute until about 1500m, resulting in about a 50% parachute-line-snap rate (even waiting for the safe indicator). Might need to give the capsule a little more drag.
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Many, actually. The fasa parts don't "look right" mixed in with non-fasa parts. I've tried pretty hard to only use part packs that fit well together visually. Also, fasa simply has so many parts it would take 3 times as long to work all of them in, and they're all single-purpose parts - it kindof removes the "space lego" appeal.
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Any help would be appreciated. I've taken a few stabs at it myself without much luck. Getting the R7 to 1.875 would be an enormous improvement for my career mode mod for a dozen different reasons.
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I've mentioned it once or twice in passing, but I'll throw it out as a direct question : does anyone have a modulemanager config (I really don't want to use tweaksacale just for this) to rescale the R7 rocket parts to 1.875m ?
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Haven't used it, I try to keep my mod count low.
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IMHO the second stage tank is slightly long compared to the "real world" dimensions. Other than that, the sizes/dimensions seem pretty solid. The overall height of the rocket will vary big-time based on payload (just like the real thing) and can get pretty seriously wobbly even with a light payload - so if a revamp is done, consider seeing if structural stability can be enhanced somewhat (maybe it's the decouplers or engine fairings?) as I end up having to use a pretty good amount of struts to keep it stable. Just random thoughts.
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I've tried myself, several times, to scale the Soyuz/R7 parts up to 1.875m and failed every time. Some solution to this would be incredible.
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Tried the new TKS out - seems pretty solid so far. No major bugs or anything in a few quick launches.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
tjsnh replied to Beale's topic in KSP1 Mod Releases
FYI - the X1 parts in this pack make for a GREAT spaceship1-like fuselage -
The monoprop engine without the "lip" would be more useful, could fit radially on tiny segments etc
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As a teaser since it's taken so long to get this next update out, here's a nice pic of the new Artemis (Apollo) capsule atop the Sarnus 1B rocket.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
Dev update : sorry it's been so long. I've been swamped at work over the last two months and haven't had as much time to work on these two mods as I had expected. My free time has opened up again, and progress has been made. The custom tech tree is proving VERY difficult to balance well in playtesting, so I may end up resorting to a modified version of the stock technology tree (parts moved all over the place, a few techs renamed/recosted/moved, etc - but not "from scratch").