Jump to content

cipherpunks

Members
  • Posts

    255
  • Joined

  • Last visited

Everything posted by cipherpunks

  1. Can cabin lights be added to Auriga CM please? Cause I afraid the dark. BTW Auriga SM solar panel output seems 1/4 of what it was prior to last version. Compared to T225 1x5 Concentrating Photovoltaic Panels from NFE, which are made from similarly sized sections, it is slightly less than 0.25 even. OTOH I'm yet to broke new panels (grin), and animation is smooth now, and SM shroud pieces do not stuck. Regarding said shroud, there's one problem: anything that I put below SM gets torn and blown when I decouple SM from ICPS with that shroud. Makes sticking RLA MP arcjets there (which are quite useful for orbital maneuvering) kinda impossible. Please fix. Maybe it will be better to split it in the process of decoupling, like PF interstage does?... Edit: clearly the shroud problem is collider mesh problem: for example I can not insert something into it like so: Bounces from invisible wall that is parallel to the edges. Please fix it somehow. Also, ICPS engine nozzle should be extendable - uses RL-10B-2 IRL AFAIK; its nozzle extends on engine activation. Edit 2: I'd like to add JSIExternalCameraSelector from RasterPropMonitor to docking ports. What are the names I need to put into cameraContainer? Tried NASADockCamP, default, dockingNode - no luck: [WRN 07:29:24.536] [Docking Node Module]: WARNING - No node transform found with name dockingNodeI guess it eats that node and that's why docking port itself ceases to function, no? But how do I know "correct" transform name? Edit 3: nevermind, NodeDock and DockingPort both seem to "work" in VAB, and it looks like I must prefix the cam with ExtCam for "default" RPM to see it...
  2. A2-1X Interstage Adapter isn't working for me - shroud won't appear; its little brother A2-1 works good. A3-1-V and A3-I-VII Interstage Thrust Plates aren't working, too, while the rest works. Edit: and how do I land with SpaceY R7 "Ratite" Ultra Heavy Lift Engine Cluster? No way to disable most engines, and no hidden node in the middle to stick landing legs to... I mean I can stick them radially, but part count... And SpaceX rocket can switch off all the engines except central one, and land on it.
  3. well, how about tuning the parachute to exact craft mass, then? What about Kevlar strength vs. Nylon, esp. for drugue chutes? RealChute is much needed for that... Me, I often catch myself wanting to tune gimbal parameters in flight. Makes me want to write MM patch and install KM_Gimbal again, but then it has its own problems... Unfortunately, stock gimbal code, albeit in its own way dumb, seems to work better lately (for balanced craft, when You do not need in-flight trim support, that is)
  4. Hm, what about LqdHydrogen/Oxidizer and pure LqdHydrogen? And maybe (just maybe) ArgonGas/Xenon too?...
  5. Tried this today, despite being ignorant to real Gemini panel layout. For sure it looks much better than stock. Found some not-so-good things too :-\ First, for me analogue gauges weren't drawn, so at first I thought that there was no way to see how many MP/EC/fuel left, but later I discovered simple digits on that place that the gauges were supposed to be, without much legend - but hey, those should be MP/EC readings (I think). One idea is those yellow/red flashing indicators should become akin to LED "gauges", not only becoming yellow or red when fuel is low/absent, but also having more or less "segments" light up. I do not know if RPM is capable of that, though. "Reserve fuel" button works only one-way - it unlocks the tank, but I can't lock it back. Would be nice if I could... Would be even better if it unlocked locked tanks one by one - that is, I have MP in Gemini equipment module, but I also have MP in Transtage, and I want my equipment module MP to remain locked until I stage Transtage, but then I want nose RCS reserves locked still, right untillreentry - as it was on the real Gusmobile. Maybe I'm dumb, but I was unable to figure out where IVA shows the speed relative to surface. All I saw was orbital speed and vertical speed. Also, no way to see how many Ablator is left (real thing had only 144kg of it btw, so I set @amount=144, but for circumlunar variant they planned to increase it AFAIK) Direction buttons only command MechJeb as far as I saw, and time-warping this way (without enabling SAS direction instead) is incompatible with PersistentRotation. Would be good if, when SAS switch is "on" direction buttons would command SAS directions, not MechJeb ones. TBH I do not know if it is at all possible. Also, it is sad that I can not see what's inside my vessel (including fuel reserves etc) on MFD. I guess VesselViewer integration is absent too?... Moreover, setting angle to some direction (say, +8 pitch to retrograde) from IVA would be great. AFAIK real Gusmobile had it - modal buttons were on pedestal (but I'm unsure just how they used to set degrees - velocities were set on left panel I think) Haven't docked with this yet, or used external camera, but will try. - - - Updated - - - Plotting vessel performance data (TWR, thrust, G-force, stage dV left, Ap/Pe with times, horiz/vert speed - all hiding after 2nd click on that button) on external camera displays would be good too - will be useful for "booster cam"
  6. Pleeeease.Also see my previous comment about DevHelper bitrotting / not working.
  7. Okay, I'm fine with that (also see my Edit 3 above), and thank You for Your work btw. Other thing I noticed is empty places sometimes are generated in staging queue - those will go away once You stage. Will provide exact steps later. Seems harmless. And yes, after docking two vessels, staging gets mixed up, but nevermind.
  8. Will try to test it now. So far KSP reports 3 MM errors upon loading of TweakableDockingNode.cfg Edit: Still toeing with that Gemini-Agena for circumlunar navigation in RSS. In VAB all seems to be almost fine, apart from the fact I need to move engine decoupler to some stage manually - or else it will be at left, not in any stage. I did queue staging update after toggling staging for it - no luck. Will toy with it more and will report. One thing I noticed - it is impossible to stage docking port AND decoupler present on same part separately, but this feature is needed: often I do not want to jettison docking port altogether, I just want it to undock... Example part is again Gemini docking cone. Edit 2: yeah, looks like I can not undock from (docked in VAB) Agena Target Vehicle anymore at all - I can only decouple the entire Gemini Docking Port... I recall clearly the presence of "Undock node" command in menu, but now it is gone. :-( Steps to reproduce: place Gemini pod, RCS module on top, then Gemini docking port, then (upside-down naturally) Agena docking collar, then (also upside-down as for the rest of Agena parts) Agena core, Agena or PP tank, Agena Flight Pack and finally Agena Engine. HyperEdit this contraption to some orbit and try to undock from Agena Target Vehicle. Logs. Edit 3: when docked not in VAB, but in orbit, I can undock from Agena Docking Collar, but still not fromGemini Docking Cone.
  9. On Agena Probe Core, two drawn RCS ports that are meant to be used for roll, are actually not functional. Please fix. Also, correct stats for Agena rocket motor would be: @PART[FASAAgena_Engine] { // FASA Agena Rocket Engine @mass = 0.132 @MODULE[ModuleEngines] { @maxThrust = 71.2 !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} %PROPELLANT[MonoPropellant] { %ratio = 1.0 %DrawGauge = True } !atmosphereCurve {} %atmosphereCurve { %key = 0 293 %key = 1 210 } } } @PART[FASAAgena_Engine_FP,FASAAgenaProbe] { // FASA Agena Flight Pack, Agena Probe Core @RESOURCE[MonoPropellant] { @amount *= 1.63 @maxAmount *= 1.63 } } src: Encyclopedia Astronautica I went MP cause of UDMH+RFNA, besides, RFNA is almost 2 times denser then UDMH! Resulting mix is 1.63 times denser for given engine. Unfortunately I do not have more stats, for example total stage dry weight, power capabilities, and - oh woe - available Delta-V :-( Edit: okay, here's what I've been able to find, but for Arena A (while I think I need lightened Agena D): Weight: 8,400 lbs. (6,400 lbs. propellant) - that gives 3.81 for entire Agena stack, of which 2.9 tons is propellant. Other source is this, but it's more about engines... (note Bell Model 8096C Growth Agena Engine with self-actuatingby exhaust pressure (!!!) extending nozzle) If someone knows stats for Agena D, please post. Guess Agena Flight Pack should be rescaled also, and its top RCS ports moved to other part (Docking collar?) Edit 2: found this info on Agena D. FASA parts are horrendously overweight... So I also used this: @PART[proceduralTankRCS] { @MODULE[TankContentSwitcher] { @TANK_TYPE_OPTION[RCS] { @dryDensity = 0.12 // was 0.22 - how much 1L of tankage weights @RESOURCE[MonoPropellant] { @unitsPerT = 1994 } // Stochiometric N2H4/UDMH is 2.61:1, its density is ~957.3 } } } So I guess that another part could be made - more advanced Agena engine with one-time extendable (but not retractable) nozzle, thrusting 53.38 kN with Isp of 336, weighting 0.084, eating MP. Needs to be one tech node up as it is more "advanced". - - - Updated - - - I counter it by using SmartParts altimeter to free previously locked gimbals from AG. TweakableEverything helps a lot.
  10. Same issue here, no ModuleRCSFX even, and ofc no RCSSounds. I play without sound, and I see the plume only when translating forward. ModuleManager.cache entry looks like this:UrlConfig { name = AmpYearIONRCSBlock type = PART parentUrl = REPOSoftTech/AmpYear/Parts/ampYear5WayIonRCS/IONrcsBlock url = REPOSoftTech/AmpYear/Parts/ampYear5WayIonRCS/IONrcsBlock/AmpYearIONRCSBlock PART { name = AmpYearIONRCSBlock module = Part author = NovaSilisko, JPLREPO mesh = model.mu scale = 0.1 node_attach = 0.45212, -0.0105571, -0.0059382, 1.0, 0.0, 0.0 TechRequired = ionPropulsion entryCost = 5000 cost = 1200 category = Control subcategory = 0 title = AmpYear RS-105 ION RCS Thruster Block manufacturer = REPOSoft Technology description = REPOSoft Technology engineers have now produced these small ION thrusters, to help with attitude control and linear motion. Even though many Kerbal physicists still dispute that ION thrusters can be used in this way, studies show that the thrusters seem to work as advertised. attachRules = 0,1,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf MODULE { name = ModuleAmpYearPoweredRCS thrusterTransformName = RCSthruster thrusterPower = 0.30 PROPELLANT { name = XenonGas resourceName = XenonGas ratio = 0.1 resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = ElectricCharge resourceName = ElectricCharge ratio = 0.5 resourceFlowMode = ALL_VESSEL } atmosphereCurve { key = 0 1800 key = 1 600 } } MODULE { name = BBModule } MODULE { name = ModuleAGX } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = ModuleFuelCrossfeedActions } } }No relevant errors in log AFAICS. It still eats Xenon, but thrust is applied only forward (orbit doesn't change when I press NJKLi keys oriented nrm+-. rad+- etc, but changes when I press H) p.s. and yes I need those 45 degree angled 4-way ones :-D Also, converting existing 4-way one to 5-way (adding 1 nozzle) would be good too - then all the maneuvers could be accomplished with only a pair of such thrusters, not four of them.
  11. I envy you. Transforming the code at hand into much cleaner, simpler code is always such a joy.
  12. Had that too, many times - but didn't concentrated on this one as it seems harmless, and reproduction steps aren't clear to me yet (not always do they get added)
  13. Idea: add small colloid thruster a.k.a electrospray thruster, or FEEP which is similar.
  14. My bad - screenhots were made prior to update from previous dev build to latest dev build, but the problem is all the same it seems. Should have menthined that, but see below in bolditalic. To repeat, in very latest version all is absolutely the same, just no text - that decoupler keeps blinking, e.g. adding to the bottom of staging, and being removed to the left again, and in logs I see:FASAGeminiNoseCone2 (TweakableEverything.ModuleStagingToggle): Time to update, stagingEnabled=False, isInStagingList=False This module queued a staging event last update; sorting now. LateUpdate done. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FASAGeminiNoseCone2 (TweakableEverything.ModuleStagingToggle): Time to update, stagingEnabled=True, isInStagingList=False Staging state changed. stagingEnable: True part.stackIcon.iconImage: DECOUPLER_VERT part.isInStagingList: False Our icon was already not in staging, so not assigning a new inverseStage. ...doStageAssignment: False Switching staging to enabled, default new inverseStage=1 Creating our staging icon in the staging list. No other module has queued a staging sort this update; queueing now. Staging switch done LateUpdate done...repeating. Can't really screenshot that - need to install FRAPS or something to do some video, but hope You got a grip, no? - - - Updated - - - IME most russian programmers tend to do that really often - to the point that it's amlost their motto :-) Worked with mostly good ones, though. Out of curiosity: can this imply that their calmness is too fragile?
  15. Bug confirmation: stager tries to update perpettually, part is stuck not in the staging. Steps to reproduce: - install latest dev build - install latest FASA, start KSP 1.0.2 - place Gemini pod - place Gemini RCS on top - place Gemini Docking Nosecone Fairing (messages start to appear at bottom right) - optionally place Gemini Docking Cap Expected result: every part decoupler gets added to staging Actual result: one decoupler is stuck left of staging queue, dev messages in bottom right corner keep repeating (restaging perpettually) Logs, packed 2 screns
  16. For me, the one from Renaissance compilation, placed via TextureReplacer, worked fine, but then I re-scaled it to half its size and it still looks good.
  17. ...and it "hangs" in this state. Seems to be triggered by hovering on any part. Logs Latest dev build ofc. Edit: more stuff, also with FASA parts (white text from stager again "hangs" there): Logs2 BTW the doors on SM are open in editor when I 1st place the part, and have to be closed, but I guess that's normal for that part? No?
  18. You can use KOSMOS or BobCat engines, ions from RLA and/or NearFuture, and Proceduralparts - crafts will be better overall and You'll be able to play RSS too. Kerbal-sized is for weak :-D
  19. For example, see RM-105-45 Micro RCS Block, that is, PART[RLA_rcs_micro45] in RLA_Stockalike. Those are 4-way ports with up/down nozzles unchanged, but side nozzles angled at 45 degrees to mid-part (and thus 90 degrees to each other), not at 90-to-midpart or 180 degrees. They enable us to add RCS to those crafts where sticking RCS at 90 degree symmetry is impossible (sticking 90-angled blocks at 45-degree symmetry will inevitably lead to gross RCS dV losses). TIA.
  20. BTW, long time ago seeing that Mk3-9 has RCS ports on its skin, I was frustrated when I discovered that those are only painting, and are not functional like, say, on B9 or BaconLabs pods. Too bad adding RCS requires model source/Blender/"unwrapping" (and I don't know how to do that).
  21. I'd like to see it working for new (Kopernicus-based) RSS too :-)
  22. Well, for me there's nothing to dislike about this one: http://www.gizmag.com/firefly-alpha-aerospike-launch-vehicle/32892/pictures#5 It is even steerable! See: I wish I knew how to export from Blender to Unity and what is unwrapping... Someone has to make a short video course about modelling for KSP.- - - Updated - - - This one bites me hard. It necessitates manual interaction, but holestly I prefer semi-automatic launchers made with SmartParts (no kOS for me yet). I have not find a solution to this problem yet, but I have an idea - place another fuel sensor, which will activate timer through AG which will in turn activate thy engine.
  23. I'm still needing a clue regarding fixing engine exhaust on engines that were shut down due to empty tanks.
  24. I, for the life of me, wasn't able to find just what RD-275K is. According to this very authentic site, there was only RD-253, and then in 1969 there was RD-256 upgrade program in Kama, aimed to increase thrust by 16.6% and Isp(SL) by 3 sec. This program was closed. RD-253U programme (+7.7%) was also closed. RD-275 (and RD-275M) are further developments of toxic, non-green RD-253 for Proton-PM and Proton-M. So I assumed that MP~=UDMH, and did this for RSS w/o RF: @PART[Kosmos_Angara_RD-275K] { // KOCMOC RD-275K @title = RD-275M @description = H=3.05m, D=1.5m, Ox/MP ratio = 3 for KSP (2.67 IRL), TWR=174.58 @mass = 1.07 @node_stack_bottom = 0.0, -1.1075576, 0.0, 0.0, -1.0, 0.0, 1 @MODULE[ModuleGimbal] { @gimbalRange = 7 } @MODULE[ModuleEngines] { @maxThrust = 1832 // must be 1,671 at SL !atmosphereCurve {} %atmosphereCurve { key = 0 322 key = 1 295 } !PROPELLANT[LiquidFuel] {} %PROPELLANT[MonoPropellant] { %ratio = 1.0 %DrawGauge = True // maybe need only this; we'll see } %PROPELLANT[Oxidizer] { %ratio = 3.0 // 2.67/(1021/1141) = 2.9838103; they say that "optimal for N2H4/UDMH is 2.61" %DrawGauge = True // fixme } } }Mind that I've adjusted fuel mixture ratio not only to be simpler, but to be more realistic weight- and density-wise. To fly with those, You either need both Oxidizer and MonoPropellant tanks, or You can use ProceduralParts tank with this patch: @PART[procedural*Liquid]:NEEDS[KOSMOS] { @MODULE[TankContentSwitcher] { TANK_TYPE_OPTION { name = MonoPropellant dryDensity = 0.12 // stock is 0.22 - too kerbalishly high, unsuitable for RSS; should be 0.12, but if dancing conservatively from KSP LOx density, it is 0.14 costMultiplier = 0.035 // ?? fixme I don't give a damn RESOURCE { name = MonoPropellant unitsPerT = 1000 } } // 1 LF = 5 kg // RP-1 density ~= 806 kg/m^3; Syntin density = 851 kg/m^3 // 1 LOx = 5 kg // LOx density = 1141 kg/m^3; N2H4 density = 1021 kg/m^3 // 1 MP = 4 kg // UDMH density = 791 kg/m^3; "optimal for N2H4/UDMH is 2.61" // so by unit N2H4/UDMH ratio is 2,4:1, and by mass it's 3:1, while in real engine it's 2.67:1 TANK_TYPE_OPTION { name = LOx+MP 3:1 dryDensity = 0.0541 // as per Proton-M4; stock for MP=0.22; LOx=0.1 // !! that's how much 1L of tank weights costMultiplier = 0.035 // ?? fixme I don't give a damn RESOURCE { name = MonoPropellant unitsPerT = 932.4 // per Proton-M4: MP+MO=428.6, MT=(30.6-1.07*6). Those are units !! that's not mass } RESOURCE { name = Oxidizer unitsPerT = 2797.2 // per Proton-M4; JFYI 2nd stage dry mass coefficient: (11000-(566*4))/157300; 3rd stage engine mass: (550+90) } } } }The fact that KSP parts are horribly overweight, incl. tankage, is not news. But I try to play RSS or other "bigger" systems, so...
  25. Heh, Jeb says "No breathable atmosphere" down in Australia when I try to toggle EVA suit :-) Also, surface sample gives 0 science in science-sandbox.
×
×
  • Create New...