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Leszek

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Everything posted by Leszek

  1. Hello Beale It has been a long time. Last time I was here was 2021, but I am glad to see this mod is still under development. One thing I would like to point out, I am not sure if you noticed, but all the Soyuz and LOK fuel tanks are set to crossfeed = false (the vehicle tanks, not the LV tanks.). This means that while they carry fuel that fuel isn't actually accessible making the part useless. Well if you empty the fuel in the VAB you can use it for decoration. This has been the case for several versions now. This isn't a problem for me, I have gone into all 4 of those tanks and just removed this line from the config. Since they are still in there, it seems like you haven't noticed? Anyway, I just wanted to make sure you are aware if you were not already. I didn't have time to search back through the thread so I hope I am not pointing the same thing out for the 100th time. Leszek
  2. I am sorry to hear that. Non-the-less, thank you very much for a glorious mod. It has been one of my required KSP Mods since almost the start. I have below a link to a KSP Vostok that was made using this mod before Tantares LV was a thing. Circa 2014. 7 years. My gosh. https://www.dropbox.com/s/83yo55opd630tx5/front_Vostok 4_4.png?dl=0
  3. AFAIK that is just flavour text. Beale can correct me if I am wrong but I don't think the part is intended to cause rotational forces.
  4. I am not using FAR either. Try the "B" radial tanks instead of the "A" Variant and see if you can reproduce my results. Also if you have Kerbal Engineer you can see the torque change, with the "A" tanks I have 3.7 kNm which is enough to trow things off, the same rocket with the "B" tanks has 0. P.S. I tried to launch an N1 and found there are no parts for it. So I got the N1 Folder from TantaresLV 13 but this didn't work. I got my downloads from Spacedock.
  5. Hello and good day. I hope I am contributing with this bug report, I did go back and check the thread but this issue has been around a while and I don't seem to have any luck searching the thread with the search tool. I have noticed that the Soyuz LV tends to want to torque around a bit. After some experimenting, I have narrowed the issue down to the 4 radial fuel tanks. Specifically the "A" variant tank, the "B" variant doesn't seem to have this issue. Something is ever so slightly off with this tank. Thanks for your time and thanks very much for the lovely, lovely mod. Leszek
  6. Thanks very much. I seem to be missing this part. If I search for either Hermes or Mercury I get the same parts but no interstage. Maybee I should download BDB from Github? Is it possible the spacedock version doesn't have the part? It is also possible I just don't have the tech researched but I can't find it in the tech tree either. Both Github and Spacedock show the version is 1.6.2. That is what I have.
  7. So I just downloaded the latest version from spacedock and started a new career. I am ready to orbit with Mercury Atlas and find the parts don't match up. I have checked the Wiki: https://github.com/CobaltWolf/Bluedog-Design-Bureau/wiki/Atlas for clues but it doesn't seem to have any. I went back through this thread to page 624 and didn't find anything. (Though it is a lot of content and I may have just not seen it.) I searched Bossart and Hermes to see all the related parts but there isn't anything obvious. Now I am sure this has come up before and probably I am just being an idiot, so please have mercy. How do I build a Mercury Atlas now? Edit: Specifically the Mercury capsule doesn't line up withe Atlas.
  8. Crap well something is wrong and perhaps it is a mod or something. The thing is that the normal planes I make and fly don't work anymore. The one in the screenshot has lots of troubleshooting to still fail. But for the life of me I can't figure out why if it isn't 1.8.1. Sorry I should have made it more clear but I spent a lot of effort. That plane is heavily modified when the ones I normally make didn't work. Those are canards on the front and yes the elevators are close to the center of lift on this one, they weren't originally. The closer your center of lift to the center of mass the less leverage you need to control the plane and one of the last things I did was move the wings forward to make the difference between the two smaller. This does weaken those elevators but the canards are still good and this plane should be more than able to fly. Something is definitely wrong and if it isn't 1.8.1 then it must be a mod. I am just not sure which one would make this kind of difference as I am using stock aerodynamics. Thanks anyway for your input guys. At least I can figure it isn't KSP and I may have been looking in the wrong place. Update: Now that I know it was a mod the only thing I could think of is the airplane autopilot mod. Turns out it that was it. The newest 1.8 version isn't out yet but the build the modder pointed out seems to resolve the issue. I didn't think this mod made those kind of changes.
  9. Even after the 1.81 update I notice that basic planes don't want to fly as the control surfaces do not have any authority. That is unless there is something I am missing. Anyone else having this problem? Screenshot: https://www.dropbox.com/s/2buc8ve4bsk2j77/screenshot0.png?dl=0
  10. Am I the only one? Nevermind, found it right after posting this.
  11. In addition to the above. There is a bug that I don't know how to trigger yet where in if you have two engines for your first stage (Actually any stage but for your case the first one in particular) and use a thrust limiter in the VAB, sometimes it only sets the thrust on one engine. This can cause asymmetric thrust at launch. Just another possibility.
  12. The problem is that even ignoring atmosphere the final altitude of your vehicle doesn't depend only on DV. The initial TWR matters. Looking over the complicated formulas provided earlier, I think they account for this. But I personally don't want to do a page of math every launch. So you have two options, make a spreadsheet to do the math for you, or you can think of it by rules of thumb. For the same DV, the rocket with the higher TWR will go higher. For the same TWR, the rocket with the higher DV will go higher. For best height, maximize both. In atmospheres, maximize both until .9 Mach. Then throttle down to 1.25 or so TWR until 1.25 Mach. Then give'r. I know there isn't any math in this post but it once you distill down to HG = v^2/2 I think you are loosing enough accuracy to not really matter.
  13. Yep for me too. I see you are a bug exterminator. Are you submitting the bug report?
  14. Yep I can confirm that is what I have, but setting to 140% fixes the issue. I guess that makes it a bug.
  15. I have lots of mods but I can't think of one that would do that. Definitely not switching modes, all markers disappear when centered and they do that in both surface and orbital. For the mods, I have a mod less version in the steam folder, I will run that and see what happens. Update: Nope the clean steam install behaves the same way. Update again: I wonder if it is a bug and related to having a 4k monitor with GUI and Navball expanded to max?
  16. Hello There seems to be something wrong with the Acamar_SolarLab_1 solar panels. It seems that the point that is used to detect whether the solar panel has power or not is very close to the mounting point of the part. So close that if just a tiny portion of the very bottom of the array is covered, the whole thing is useless. I tried to change the cfg to fix this but it looks like that setting is not in the cfg. It seems like I only come here now and then to talk about what I find wrong with this mod. That is only because it is so awesome that I use it just about all the time for everything. Here is a picture of it.
  17. Hello It seems that in the current version of KSP the Navball markers like to disappear when you are almost pointed at them. This causes me all sorts of headache but I can't find the option to turn this "feature" off. Anyone know how to do that?
  18. Floor it! <- Before there was a full throttle key you had to manually hold the throttle up button. All the way. Up Hill. In 3 feet of snow. With no shoes. And no..... ahem.... anyway the floor it button made the 'Z' key = full throttle instantly. One of the first mods I ever got.
  19. I don't know. The wheels and the options for them are really quite poorly explained in the game. If I increase the spring strength does that increase the load it can carry or how much it squats? I don't seem to have a problem with squatting so what does it matter what I set them to? AFAIK there is no in game way to see what the part can do without stress testing it.
  20. Thanks for that update. Just two for the main touchdown. And I am still on 1.3 pending some mods and the completion of my current career. Thanks though for the tip though. If I double the landing gear so the pair both touch down at the same time I should be able to land heavier then. Thanks.
  21. The toilet is actually an alien artifact from places unknown to Kerbal Kind. The Kerbals use the three seashells.
  22. I know that landing gear have a set limit for which is the max they can hold and land. I think that it also matters if you land on the runway or out in the field somewhere. I understand that for the basic fixed land gear the max tonnage was something like 5 tons. (At least it was a few game version ago.) Hence I never use them because all of my basic science planes are heavier. But recently I overloaded the LY-10 gear and so now I was looking for a chart. Imagine my surprise when I see that the Kerbal Wiki says the max limit is 7 tons. I just landed my 17 ton plane just fine with them! So the question is, does anyone know what the max weight is for these gear and for a bonus the practical effect of spring and damper strength?
  23. That earth looks like it is getting bigger again. I wonder if they are going to boost and perigee or apogee. To bad I don't know what the orbital period is.
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