Ophiuchus
Members-
Posts
48 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ophiuchus
-
.24.2 Realism Overhaul Craft Repository
Ophiuchus replied to ninjaweasel's topic in KSP1 The Spacecraft Exchange
Delta II 7920 + Spin Stabilized Kick Stage https://www.dropbox.com/s/iot1krwvluc1jqh/Kappa%20II%207295.craft Hypersonic booster sep at ~15km is still a pain, being exactly aligned with the prograde vector and crossing your fingers helps a lot (note I was slightly off in the video, hence one of the boosters derping. I think it got taken out by G forces though since the tank remained intact) This requires KW, AIES, RemoteTech, Procedural Parts + Fairings, and probably NovaPunch. It also needs the config file for the GEM 40s, at least until RO officially includes them. https://www.dropbox.com/s/lqs4xv9cg9f45of/GEM40.cfg -
.24.2 Realism Overhaul Craft Repository
Ophiuchus replied to ninjaweasel's topic in KSP1 The Spacecraft Exchange
Here's my Delta III with 3.1 t comsat, and launch video https://www.dropbox.com/s/snxkbu28n1evotl/Kappa%20III.craft The Delta III actually has pretty ideal T/W ratio the whole time, just start the gravity turn at around 10 seconds and follow the prograde vector out of the atmosphere. This uses parts from the KW, Procedural Parts, Procedural Fairings, and RemoteTech packs. I don't believe any other parts packs are required. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
It's 6/3. From the planner's guide: -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
A few more possibilities MPR-45: 11D58M (Bloc-D engine) MPR-5: S5.92, S5.98 (Fregat and Briz engine) LV-25: RD-0212? It looks a lot like the RS-88, which isn't that far in the future considering its use on CST-100 EE-R-05: With the attach point ~1/3 down , it could make a good Bell 8096,8048, and 8081 -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
RO is not integrated with career mode and trying to use it there will be problematic, use sandbox. Or download Realistic Progression Lite and the Reach for the Stars engine pack for a career-ish experience. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
RO still needs a Viking Maybe stretched Spinnaker? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
Titan is dead because it was too expensive, not because it was old. And considering Titans launched the both Vikings, both Voyagers, both Helios, and Cassini it's hard to argue it was a LEO launcher -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
@Red: BTW I picked the SL Isp for the GEM 40 air lit at random... probably closer to 220 or 230 SL, which can be important since the air lit usually kicks in at only 10-15km -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
Hmm, I've been launching my Delta III with 6 ground, 3 air. Booster sep is a lot more difficult on the Delta II because FAR tends to slam them back into the core. I used a S-II retro as an ullage motor with just 15 units of fuel. Put it near the booster center of mass and its kind of shocking how fast they jump away. The Viking engine isn't in any of the parts packs I have installed, so I cloned the LR-87 to get a Viking 4, 5C and 6. Ariane is really difficult to control because of the skinny neck not being as rigid as the larger diameter core -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
Awesome! Thanks. Does the massMult property do anything? I tried using it to make the vacuum version slightly heavier (bigger nozzle) but it didn't seem to change anything. Launch Air lit boosters Staging Delta-K, PAM and teensy tiny 1 ton satellite bound for GTO -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
I posted the last GEM 40 under the wrong login (as AnyCH), but I was wondering what the typo with the Isp was: I spent forever trying to figure it out to no avail Also I was wondering how to make a MM file that adds an engine configuration to an existing modded engine, since my first thought was to just add a GEM 40 and GEM 40 air-lit to the Castor 4A but couldn't figure it out either, so my workaround was to create a new part with both configs from the start -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ophiuchus replied to RedAV8R's topic in KSP1 Mod Releases
Here's another GEM 40 that has a configuration for the air-lit trio too PART{ // Kerbal Space Program - Part Config // GEM40 // // --- general parameters --- name = GEM40 module = Part author = KW Rocketry // --- asset parameters --- MODEL { model = KWRocketry/Parts/Solids/025mGlobeI/KW_025mSRBGlobeI scale = 2.54, 2.656078, 2.54 } rescaleFactor = 1.0 scale = 1.25 attachRules = 0,1,0,1,0 // --- node definitions --- node_attach = 0.0, 0.0, -0.508, 0.0, 0.0, 0.0 EFFECTS { running_closed { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_srbloop volume = 0.0 0.0 volume = 0.4 0.4 pitch = 1.0 1.02 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { name = Smoke prefabName = fx_smokeTrail_light transformName = OldFXTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { name = Flame prefabName = fx_exhaustFlame_yellow transformName = OldFXTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.055 0.15 emission = 0.6 0.8 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = KWRocketry/Soundbank/sound_srb4 volume = 0.5 pitch = 1.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = NozzleTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } // --- editor parameters --- TechRequired = basicRocketry entryCost = 600 cost = 230 category = 0 subcategory = 0 title = GEM 40 manufacturer = ATK description = Graphite-Epoxy Motor // --- standard part parameters --- mass = 1.4 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 1700 breakingForce = 250 breakingTorque = 250 stagingIcon = SOLID_BOOSTER MODULE { name = ModuleEnginesFX thrustVectorTransformName = NozzleTransform engineID = KWGVSRB runningEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 499 origMass = 1.4 heatProduction = 175 useEngineResponseTime = False allowShutdown = False fxOffset = 0, 0, 0.5 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 274 key = 1 245 } } MODULE { name = ModuleAnimateHeat ThermalAnim = SRBs } MODULE { name = ModuleFuelTanks volume = 6640 type = Solid basemass = -1 } MODULE { name = ModuleEngineConfigs type = ModuleEngines origMass = 1.4 configuration = GEM 40 modded = false CONFIG { name = GEM 40 maxThrust = 499 heatProduction = 175 PROPELLANT { name = SolidFuel ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 274 key = 1 245 } massMult = 1.0 curveResource = SolidFuel thrustCurve { key = 0 0 key = 0.03 0.36 key = 0.1 0.48 key = 0.16 0.69 key = 0.23 0.79 key = 0.29 0.89 key = 0.35 0.96 key = 0.42 1 key = 0.48 0.99 key = 0.55 0.96 key = 0.61 0.9 key = 0.68 0.84 key = 0.74 0.76 key = 0.81 0.69 key = 0.87 0.56 key = 0.94 0.44 key = 1 0.38 } } CONFIG { name = GEM40V maxThrust = 468 heatProduction = 175 PROPELLANT { name = SolidFuel ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 284 key = 1 203 } massMult = 1.1 curveResource = SolidFuel thrustCurve { key = 0 0 key = 0.03 0.36 key = 0.1 0.48 key = 0.16 0.69 key = 0.23 0.79 key = 0.29 0.89 key = 0.35 0.96 key = 0.42 1 key = 0.48 0.99 key = 0.55 0.96 key = 0.61 0.9 key = 0.68 0.84 key = 0.74 0.76 key = 0.81 0.69 key = 0.87 0.56 key = 0.94 0.44 key = 1 0.38 } } } MODULE { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = SolidElectric useUllageSimulation = false IGNITOR_RESOURCE { name = ElectricCharge amount = 0.500 } } } -
So if I'm using Realism Overhaul and want to add an engine configuration to a part, what MM code would I use to do that? I've tried @MODULE[ModuleEngineConfigs] @CONFIG *config* also +CONFIG, but no luck... Does the @CONFIG need something in [brackets]? Am I missing something simple here? To be clear, I understand how to go into a RO cfg and manually add an engine config, but I'd like to learn how to make a separate MM cfg that accomplishes the same thing.
-
Still getting SRM burn time issues with the updated PP and RF. Problem seems to be that both SRMs want to produce the same thrust eg SRM1 burns for 1 min producing 1 MN, SRM2 will burn for whatever time period is required to produce the same 1MN as the first SRM, rather than the time period specified in VAB for SRM2
-
Oh and this bug shows up whenever I try to launch from Vandenberg: Here the second stage is a PPSRM, the other stages are Stretchy. The PP engine bell appears in the air, and rightclick-activate engine results in this (igniting it in the air gives predictable results - a rocket instantly destroyed by FAR aero ) Not a big deal since it only seems to happen in California and polar orbits are just as easy from CSG (or the Cape since RealGeorgia doesn't mind spent stages dropping out of the sky) but strange. O
-
I use MJ but not autostage or autolaunch, could never get autolaunch to work with FAR without flipping around like crazy and its easy enough to just use smartASS to smoothly change pitch and keep on the correct launch azimuth. Most of my SRM LVs have just under 9300m/s dv solid then a few hundred m/s in a hypergol engine for apogee adjustment and orbital insertion. For now I've removed the MM file that hides StretchySRBs and just limit myself to one PPSRM per rocket (I love the pill shape for apogee kick motors) even though Stretchy has that weird bug where the top and bottom points move inside the motor when reverting to VAB. O
-
A bit of further testing on a different computer with another fresh install showed the same problem. The test rocket consisted of a PPSRM kick stage under the fairing, a kerlox stage under that, a large PPSRM under that, and another kerlox stage under that: PPSRM, liquid stage, PPSRM, liquid stage works Add PPSRM boosters to stage 1, PPSRM stage 2 breaks However, add non-PP SRM boosters and it works Likewise, using a PPSRM as a first stage breaks the second PPSRM stage And using a non-PP SRM as a first stage works But adding PPSRM boosters to non-PP SRM breaks It seems that using more than two non-symmetry PPSRMs will consistently produce the error Additionally, the burn time will randomly change when reverting to VAB, but always within the 60-second range of the slider I really appreciate the amazing work modders put into this game, and I especially love Procedural Parts SRMs, which look great. I enjoyed building mostly-solid launchers like Vega and Ariane 6 using StretchySRBs, and I hope to do the same with PP Again, I hope this isn't all the result of some stupid mistake on my part. Edit: Thanks swamp_ig, looking forward to trying the patch
-
Looks like I spoke too soon - even after ensuring I had PP 0.9.12 and RF6.0 on a clean install of KSP with the RPL mods, I'm still getting burn time issues with the SRMs - lower SRMs seem to more or less retain the proper burn time, but SRMs with solid stages below continue to default to a very short burn as soon as physics loads
-
When using procedural SRBs with the RealFuels patch, I seem to be getting a lot of bugs. As soon as I tweak the diameter, the model freezes and the debug toolbar gives me Attempting to tweak something like tech level results in: Before downloading the RealFuels patch, my procSRBs would tweak correctly, but reset to seemingly random burn times upon physics loading, eg I'd set a stage to burn for 75 seconds and it decides to burn for 7 seconds. Am I just doing something stupid? Or maybe messed up the mod installation in some way? Thanks O