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tg626

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Everything posted by tg626

  1. Since it's been awhile since it was released/updated, is Eagleshift still applicable? Or has it already been "folded into" Tantares?
  2. What is KIDS? Where do you get it? What is its relationship to "eagle shift"? I'm curious because I feel that the tlv and slv are over powered.
  3. Wait... Couldn't we just scale the included gray decoupler up to 2.5m? That would just take a config.
  4. (i use MechJeb) I have discovered that if I wait longer then 1 sec to fire the engines of the next stage, the seperator does not kerplode. As a side note, doesn't the next stage engine ignite BEFORE separation on the Russian rockets with that open bracing between the stages? I thought that was why they are open like that, but I could be wrong.
  5. Which get shot back into the discarded stage and explodes which is why I ask. The yellow/black/ugly one performs better, but it's ugly.
  6. Nobody buys tvs if there's no channels to watch, no one builds a tv station if there's no audience.
  7. Um, just now trying out the "Proton" ALV which decoupler is supposed to be used? (Love the engine fairings BTW)
  8. I'd love to know there snsdwer to this as I get it from many games but its intermittent. My assumption is that its something else grabbing CPU cycles. But I can't figure out what it is. It seems connected to one of thee many "system" processes in windows.
  9. That latticework for an engine fairing looks supersweet. Way better then my disabling the fairing (tweakable everything mod) and putting struts around.
  10. Any chance we can get an "open" decoupler for between the R-7 Sustainer stage and Block I? Like below:
  11. I'll add to the hope for a clean start up with no "OMG It's SOOO OOOOOLD" KSP on start up!
  12. Quick question: What is the "Kontact" docking port meant to dock with? It doesn't seem to have a female counterpart.
  13. My Entry He was catapulted in that command chair which was on top of the SRB you see below the dish.
  14. Hence the booster being satno 00001 and Sputnik being 00002! But that would indicate the booster wasn't facing prograde when Sputnik was ejected wouldn't it? Just an interesting side note if true. One big reason for my wanting to do one burn is that with the traditional coast to ap and burn to raise pe stayputnik looses it's charge....
  15. I am attempting to recreate what I think was the real profile for the launch of sputnik 1. Am I correcting in thinking that the core stage of the R-7 made one continuous burn from pad to the 939km x 215km orbit? If so I'm having a devil of a time getting that orbit on a single burn in ksp and I'm wondering if there are any suggestions? Low power burns make the rocket fly nose up, and ones with a higher TWR that give me "straight" flight (I don't mean level, I mean the prograde marker stays near the nose) leave the Pe too low. I'm using MechJeb and stock aerodynamics.
  16. Get navyfish docking alignment mod and you can see if you are aligned at 0 degrees or 180 or whatever.
  17. Try the file I posted at the bottom of this page: http://forum.kerbalspaceprogram.com/threads/81537-0-25-Tantares-Stockalike-Soyuz-and-MIR-12-1-2-Crew-1-25m-Pod-R-7-Release%21?p=1550948 It fixes a bug in a config provided in RealChute. Actually, you can get it in this ZIP http://sourcebox.federalproductions.com/FP-Tantares_TLV_Tweaks_1_0.zip Inside is "Tantares_Extras_RealChute.cfg" which should fix the upside down parachute behavior. FP-Tantares_TLV_Tweaks.cfg is a ModuleManager tweak file to give the Beta R-7 (aka "TLV") more R-7-esque performance (IMHO), it corrects the flames/missing smoke, cuts back the thrust of the high trust engine, and reduces the fuel of the A/B/C tanks so they are depleted at a more reasonably point in a flight (And are more consistent with the physical capacities of the stock tanks).
  18. I bet you'd notice if you were using a telescope mod
  19. I think the fact that they have mittens for Eva suit gloves is an important part of their juvenile appearance. Just my two cents, I'd loose the individual fingers.
  20. Wait! You can get that with no Iva?? How? I hate that the mobile processing lab doesn't have at least portraits. Can't tell you how many Kerbals have been stranded because of that.
  21. I forgot to mention that I've been tweaking the fuel levels too. More on that later when I've got the numbers worked out. Full tweaks posted here
  22. Well I've been testing the R-7 (Kemyorka 7) rocket and came to some conclusions. Now, bear in mind that I am comparing it to the Vostok mod for Orbiter - and while I'm not a "rivet counter" to borrow a term from the TrainSim community, I do look for similar performance. I came up with the following, it cuts down the trust of the higher power engine from 300Kn to 200Kn and results in a more reasonable amount of fuel left after a MechJeb ascent to a 175km orbit. The core stage is manually dropped at MECO leaving the final stage (Stage 3 or Block E) to circularize. I place the MechJeb AR202 on the Block E stage so that I can then flip it retrograde and use it's ample remaining fuel to deorbit the stage. Here's the MM file I made to alter the engines, note that it also restores the smoke trails: @PART[TLV_Engine_A]{ !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 380 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 310 } } } @PART[TLV_Engine_B] { !EFFECTS {} !MODULE[ModuleEnginesFX] {} // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 190 heatProduction = 360 fxOffset = 0, 0, 0.1 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 335 } } } It appears that the stock R-7 configs are set up for HotRockets, which I don't have installed. IMHO they should be made as stock engines and then have a MM file included to alter them to work with HotRockets only if HotRockets is installed.
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