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dbandy13

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Everything posted by dbandy13

  1. I found this by accident but I love this, I use either mechjebs scripts or smart parts timers to allow programable burn times and then shutoff. I always role played them as non restartsble anyway, it makes it so much fun and gives you a reason to have RCS/mini propulsion on even non-manoeuvring satellites
  2. Those side tanks you are thinking of are the actual fuel tanks of the real LM, they had to be at different distances to balance the different densities of the fuel and oxidiser-that will not change as it is part of the influencing design. Removing the RCS is also a bad idea because it causes lots of complaints from players who forget or have trouble accurately placing them for docking. They are an integral part of the parts intended purpose though so I cannot see how they could be an issue. The legs used to be available separately but again I think @CobaltWolf integrated them for the same reason, ease of use. I could see some arguments for not having these or maybe a separate version/model switch without legs but 90% of players would be using it as a lander. The models and textures are what make BDB what it is-Amazing!!! @CobaltWolf is doing his best to bring us historical rockets in an art style that is close to stock. I routinely use both parts happily alongside each other as do many others. Also if you want to get rid of hydrolox then you may as well get rid of the Centaur, S-II & S-IVB. These parts can not be easily recreated using LfO mixes as it is way too dense and they end up too heavy. The only solution is to reduce the part fuel capacity but then I’m sure there would be complaints about them not being fairly balanced to other parts of their size. It is no great difficulty to use a hydrolox stage, there are enough choices of engines in BDB that use it and this is the only real incompatibility. It also provides you with a great ability, more delta v from a lighter stage and thus earlier, cheaper rockets.
  3. Hey while we are talking about this lander can is the ladder supposed to be sideways? Whenever I’ve tried to use it I have trouble re rendering from Eva because the ladder literally hangs a Kerbal 90° to the ground.
  4. I’ve done similar with a Gemini Mum flyby using a heat shield from another mod. Was about a 32km periapsis, popped back up to about 50 before dropping in, I was actually kinda scared I would bounce all the way back out despite trajectories saying I wouldn’t hahaha It is difficult to target but I don’t believe it is a ksp engine issue so I would say pebkac.
  5. As a slightly more direct answer the **obselete** parts are hidden in the main editor filters, I have filter extensions and I think if I click my BDB tab they show up at the top of the list if you really want to find them
  6. I am currently running Kerbalism and 2.5x, considering adding real fuels as well I find this a great mix of difficulty and lack of grind that stays enjoyable. Also I have just a few days ago made my own kerbalism supply configs for this mod so if you would like those I can provide them. I was going to touch them up a little more and check the number of Kerbal Days for each container and then offer them to @CobaltWolf. Kerbalism has inbuilt support for everything except BDBs resupply containers which is an easy single patch fix also in terms of Titan-If you use the configs in the extras folder which lower the fuel tank volumes to more realistic levels it actually makes titans TWR correct as well. Slightly cuts the Delta-V as you’d expect but payload is very similar in 2.5x. Easily lifts Gemini without any extra thrust
  7. I can say for sure that Rescale! And Sigma Dimensions work great in 1.5 with the new version of kopernicus. once a few more mods are updated I will be starting an alternate history series hopefully in this install
  8. @CobaltWolf I found an interesting information page that you may or may not have seen before: http://www.spacelaunchreport.com/library.html It has a lot of schematic diagrams for many flown and unflown variants of atlas, Titan, Thor and even Jupiter. Each has annotated diameters and lengths for all stages and adapters etc. I haven’t tried to cross reference the data but with the way it shows many previous variants against a new one and lists the tank stretch etc it may turn out to be useful for you. Hopefully this helps you and it isn’t one you have seen before
  9. Wow they look amazing like that, the Hot Flash and Whiff really suit those early hypergolics like Gemini/Agena. The smoother one for Apollo also makes sense seeing as the apollo RCS engines went on to become probe engines IIRC so you would imagine they were pretty efficient.
  10. Gorgeous parts as always Can’t wait to see these in game. I’m thinking of starting a alternate history series in 2.5x using BDB and kerbalism so these will look amazing Man that is pretty hahaha-I tend to use Castor-4s on my Titans but I have had close configurations to this. Those GEMs look too long to be 40s, I wonder if they are 46 or 60s I shuddder at the aerodynamics of putting big Gemini on top of this I usually use Saturn I (not b) for this as it’s ready in 2.5m hahah
  11. For some reason every time I try to load this link whether it be on my phone, iPad or PC it fails to load with a ‘unable to connect to the server’. what did you search to find this or is there another alternative way to view what you tried to share?
  12. Huh, i’ve actually always flown it the other way lol. Ie 3 down for 5. Tends to slow the gravity turn a little but not much, very stable that way
  13. Damn these parts look good I had been using the super HAPS as my Athena OAM not realising you had plans to make an actual OAM. Good luck, I am loving the new parts that I already have in game
  14. apologies if this has already been posted but i didn't particularly want to look through 120 pages of posts- Does this work with rescales? Im currently playing 2.5x and would love to be able to create some delta-v charts and plan missions ahead instead of having to guess delta-v. Also if it does what level of compatibility-do i need to change the planet database manually or will it auto detect? Kinds regards
  15. Use either a stock one or the BDB mini decoupler. The mini decoupler is strong enough if you have KJR if not you may wanna use the small stock one I forget the name
  16. You have to remember that payload affects that delta v, basically the bdb rockets have less payload in a 2.5x system. They should be closer to RL equivilents in 2.5x eg in stock ksp the Saturn 1B can easily lift a fully loaded block II Apollo csm. In both RL and 2.5x you need to actually lighten the SMs fuel load in order to make it. I can’t remember the values exactly but I think it’s from about 25t down to 18ish
  17. I use them regularly, both the lowers and uppers. I have a massive love for your upper stage motors especially with the shutdown. I often use smart parts AG timer for an auto-shutoff or even preplanned manoeuvres (I have excel spreadsheets dedicated to transfer calcs ) I also love using solids to lower the dV requirements for small probe landers and the STAR series both fits well and has historical precedence in this role (surveyor). I find the solid based LVs quite a fun challenge and make lots of use of Athena and Scout launchers and one of my own design consisting of a centaur atop a UA1205/7S
  18. @CobaltWolf Encylcopedia Astronautica "http://www.astronautix.com/" is where I usually go for dimension references when trying to build RL rockets, both scaled and in RSS. Has amazing references for both flown and proposed designs, the only drawback is sometimes attempting to find the correct name something was under, especially for stages like centaur. I usually go to the rocket design i am attempting to find and then use the links there to correct stage models.
  19. I'm haven't seen that this has yet been suggested so sorry if someone already has, but is it possible to code this, perhaps as an option, to vary pitch rather than throttle late in the ascent? This would allow single burn to orbit launches and be more useable in RO/RealFuels. Would make it the ultimate in launch control mods if it was done
  20. Not sure if you are aware but the missile you have created for the VLS Cells is actually the RIM-66, not 67. Both are designated SM-1/2, however the 67 is an ER missile with a detaching booster beneath it. Also it didn't fit in VLS cells, requiring the creation of the RIM-156 SM-2ER blk IV. The 2 are often confused as the only difference is actually the booster and a slight guidance reprogramming. They share the same upper airframe. @Themorris
  21. Mk 29 looks awesome but I also have the issues with VLS Cells being blocked when they are placed into ship parts. What mod did you use for the main page screenshots? looks like large modern boat parts which is what I have but my missiles collide on launch.
  22. @BahamutoD Im just learning to adapt my modelling skills to ksp and in particular towards weapons to go with your mod. With your greater understanding of the mechanics involved-do you think it would be possible to create "canisterised" missile with the canister and missile in one part and the canister being left behind at launch? even better would be to have a lid on the canister flip open just before firing. This would allow me to crate parts to model the Mk41 VLS which i could work into a weapons pack.
  23. These missiles, by design, are intended to have such a short range. The RIM-116 at least is only meant for short range self defense as a last-ditch, not a main weapon. Fire a missile at one of your guards and it will likely use them. the 9m311 is a little longer range but remember the sidewinder is air-launched and inhenrently will have a longer range.
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