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BlackTalos

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Everything posted by BlackTalos

  1. Thing is, the Saturn V engines exist in Kerbal as 5m part (the whole scaling thing as NecroBones pointed out). 7.75m stuff would start touching into the "not in existence" would it not? (My rocketry knowledge = 0) Sweet ! lol I am going to go listen to those now
  2. Just pointing out that Delta II boosters were 1.00 and 1.20 meter parts. Unless you were thinking of a scaled down version? @NecroBones i know you've played around with KW Rocketry for a bit: -The one meter Globe V series -The half meter Globe I
  3. Ah thanks! Thought it might be something like that. Had not flown with the Stock Nuke yet
  4. Similar question about the Quad: It no longer consumes Oxidizer? As I type this i realise i need to get v1.6.2, but is this "normal"? =P
  5. Ah, okay then =) I'm just running through career and 3.75m is quite a bit later but i'm still staging the M1 vertically with the Stock LFB KR-1x2 below it until I unlock some 3.75m parts. I don't think i'll ever use the M1 to push 3.75m stages after a 5m launch though, so there's that too... (I'd put the R1 instead, then) but don't go by 1 person's use of it lol But as a note, even though the slants are good, i usually put a same-size decoupler followed by an adapter, rather than using the slanted shrouds. So typical build for me would be: 2.5 fuel > 2.5 engine > 2.5 decoupler > 2.5 - 3.75m fuel tank > 3.75m tank > 3.75 engine > 3.75 decoupler > 3.75-5m tank, etc For an engine like the M1 "moa", i think that a "standard node" of 2.5 >2.5 shroud with the "extra node" of 2.5 > 3.75 would suffice. Same for any engine really: a straight node and a slanted node to the "next level" If anything else is needed, the Interstage adapters can be used instead Finally, i would keep this as a "when 1.0.3 comes out and breaks SpaceY again". To Do list, if you want, as the mod as it is works just fine (i'll just work around the shrouds for now) as it is, and i don't think this needs to be changed for now Thanks for considering it though! Great work as always!
  6. Hi Necro, was not sure where to get you but i did not get a reddit reply I'm probably being a noob here, but i'm trying to stage below an M1 "Moa" engine with a 2.5m decoupler: The shroud is always slanted (2.5m>3.75m if top node, 3.75m>5m bottom node) Is this normal? Can i make it "Straight"?
  7. And back to Space I Go ! =P I know that for a lot of perfectionists + or - 1m/s might be an issue, but to me, that's just adding another parachute on the craft... As such, not an issue at all. Great Update! And now i have RealChutes too!
  8. That sounds quite positive! Although after having swapped to SpaceY, the only 2 things i miss from KW are the fairings, they were pretty nifty, and the sounds recorded for the Griffon Century. NecroBones, i think you use stock sounds right? But that would be one point of exploration (engine sounds) Apart from those 2, i much prefer the SRBs in this pack, as well as the Separatron-Couplers (those are just genius) and the "Real" docking ports, so i might end up adding KW if it gets updated, but SpaceY will always come first for me lol
  9. Okay, so a quick update as i got my last post wrong: It seems that "Destroyed" stages work as they should with RealChutes, but "Recovered" Stages don't even show up... So the current situation having tested with and without RC: (This is all for "unfocused stages" leaving 22.5km) -Stock model with "loads" of chutes is reported as "Destroyed", with speeds of 100m/s, which is what you would get without chutes. Although SR estimates the parts at 3m/s. -RealChutes mod installed, the same parts will be reported as "Destroyed", with speeds of 13m/s, which lead me to think that installing RealChutes fixed the issue, but -RealChutes mod installed, parts which should then be marked as "Recovered" (because i added more chutes to the very same part mentioned above) simply disappear, as if SR was not installed and stock deleted the part at height. Hope this helps for info... - - - Updated - - - Because of the very recent 1.0.1-2 Update of Kerbal Space Program. If you read the mod creator's post a page back, he has already said he will look into this issue, but give him at least 48 hours after a new update of the game. Simple developer courtesy
  10. Yeah, i don't think they changed much, but it was called out so i found it quite funny that it actually came out within a few minutes of that post =P
  11. Always wanted to get RealChutes but never got around to it. I will get that now and confirm that it corrects the issue. As i said just 2 posts above, Squad have made some modifications to Parachutes, which most likely is the source of issue here. From the 1.0.1 change-log: Parachute heating/burning. Added an option to clamp the lower bound of the deploy pressure of parachutes. Adjusted parachutes to open at a slightly higher atmospheric pressure. As always, thank you for the good work on one of my only "can't ever do without" mods =P - - - Updated - - - I can confirm: Just added RealChutes and the exact same vessel no longer has any issues with recovery of stages. And now i can also enjoy RealChutes
  12. Amazing work, as always. Fast, responsive, reliable.... I just wish i had something to moan about in order to be able to post on here, but my only one was "MRS is too crowded" and then you put up a Lite version.... So no complaints left. lol I WILL come back with something =P
  13. I will echo this, it seems the 1.0.1 Update, which has tweaked parachutes, has now "disabled" parachutes for SR. The mod no longer seems to recognize parachutes. - - - Updated - - - Do you use powered recovery? Or other chutes than the Radial parachutes? The issue might be linked to Radial-mounted parachutes only?
  14. Ah perfect! Thanks for the info, i simply never used DR before it was "forced upon me" in 1.0. Stock V Mods compatibility meant i picked only a bunch and DR was not "crucial". 3km/s with heatshield and 2km/s without seems ideal, especially in a SR situation (not much more is needed, otherwise you would be in direct control of the Ship).
  15. Hi Magico, thanks again for all the good work. Having been on the #12 Test build, i guess not much will have changed from that, and as such, i have to say the colours are really nice. One of the small changes to really appreciate imo. Now i'll go back to my noobiness with the following question in relation to the above. I play "normal" career, so i would guess my deadly reentry is Stock at 100%? And after one of my main stages returning with parachutes was completely lost to re-entry i have a question as to how Stage Recovery works, basically: -How do i save these parts from a re-entry destruction? Is that possible? Can i fit a Heat Shield on one side (no parts "sticking out" behind it) and expect SR to take that into account and refund some of the cost? Is there another method to save these parts(giving them a really shallow angle of attack on reentry?) ? I guess these would be lost in Stock anyway.... But any details on this would help
  16. Okay, thanks for the info! I thought i recall a new physics range mentioned. I have indeed been staging with parachutes now, but for some reason, Radial Decouplers+Chutes don't deploy them, although within the same stage. Stock issue, though, but including Auto-chutes on unfocused crafts sounds like a really good idea! Keep up the good work! =)
  17. No idea if this is due to SR mechanics, stock mechanics or indeed a bug, but I am currently testing out the NewStock with only SR#12 installed. Upon launching, in 0.9, if "Debris" (SRBs with parachutes) reached the 2.5 render distance, it would instantly validate for SR. Now, they can extend to 20+km without qualifying? Which often leads to a few explosions rather than recovered parts Am i just being a noob about new render distances for Stock? Or is there a genuine query here to investigate? SR is the 1 mod i cannot do without =P
  18. I have not used the Zero-Point system so cannot really compare, but seeing your last post, NBZ, it reminds me a lot of the KW Fairings, which although built with 5, 7, 9 etc parts, they end up being only 3 parts 'in effect': The base, with included decoupler, and the 2 (or 3 for some) shrouds. (With each shroud varying in parts number due to length). It just seems like less or the same amount of parts than your suggestion of 6 parts.
  19. Yes! If you can help improve the wobble-rockets (Have not updated to 0.90 yet, so have yet to test out your Ports) at the ports that would definitely be amazing! As for the new landing legs, they look very weak structurally (By looks, not game coding). Did you use an existing example? They could do with an extendable joint at least, between the "Base Hinge"(stuck to the Fuel tank) and the top of the piston (bottom of the external leg). Great Work though!
  20. Hey guys, I was wondering if a few people could have a look at what i'm about to send on the challenge, as i'd like to finish this mission and then upgrade to 0.90 to start over. Here's the current status of the ship: http://imgur.com/a/a9pde Out of the prohibited mods i have: - Infernal Robotics - KSP Interstellar - Station Science But i do believe i've not used any parts from the Mods. I also have DMagic Orbital Science, but i am gunning for the "Standard" or low-tier version of the challenge, even if i clear other tiers. I therefore do not think that all the extra science would come in play? If i could get confirmation of the legality / infractions so far i would greatly appreciate it before leaving SOI
  21. Yeah, i happen to loose some ships that were transferring to Moho. Guess there will be no answer here since only .90 crash reports are now up?
  22. Looking at the Support forum, this seems link to B9 Aerospace. I have A LOT of mods installed, if the full list is needed. KSP: 0.25 Windows 32bit Was going to post before .90 came out... I would currently just like to ask if someone who knows how to read crash logs could run through / slightly describe what i'm facing? Multiple Logs: https://www.dropbox.com/sh/4dykoiysle5s5ut/AACEBVIZrSnWBIW8bV4KMw9Ra?dl=0 Reproduction Steps: The crashes seem quite random, standard launch (repeated 3-4 times with no issue) would crash mid-way through a stage (not linked to staging) and on the first stage (not linked to previously staged parts) for about 1/3 of them. Most however seem to happen upon reverting to launch/assembly loadings which leads me to believe they are B9 related (mentioned by others) Any comments would help, even just: Your 3rd log is Running out of memory, because it says "xxxxx" right there. Thanks in advance!
  23. Great news for the new release, and what i had in mind was 5m->2.5m, 3.75m->1.25m with possibly 5m->1.25m. You know, put that R5 Lifter under your smallest Space Probe, because you want to go fast Great work on the conical "petal" payload bay! the only other version (as you've seen) has warnings everywhere lol
  24. Oh and that's part of MRS is it not? Reduce my SAS request to 5m (you've covered 3.75m already), but the other 2 still apply =)
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