Jump to content

Theysen

Members
  • Posts

    501
  • Joined

  • Last visited

Everything posted by Theysen

  1. Make sure to drop CommunityResourcePack in, I thought Shadowmage bundled it but the latest download doesn't seem to include it. CommunityResorcePack is needed to make the LH2 engines work.
  2. Besides the other thngs, if you're going just to LEO - I assume this is the case - 11km/s of delta-v seems oddly high and makes the rocket heavier than it needs to be. This results in such low TWR's. Normally you should be fine with ~9.5km/s for low earth orbit missions (of course depending on the specific design).
  3. Thank you for making the quick update to 1.1! I just wanted to report a little duplicate in it, the Hypergolic Propulsion Engine is in there two times. One with the description cutoff and missing 'Alternator' and stack-flow description. I guess it might be a left over from the former release in 1.0.5? Another thing I noticed are 'Enable Decoupler in Staging" for the Fairing Bases do nothing.
  4. Out of the blue - and assuming you're on 32bit - you're reaching RAM issues , out of memory. Try reducing part mods or give Dynamic Texture Loader a try to reduce memory impact.
  5. I don't get how people claim that the editor thumbnails don't look different at all? They're flat and washed out, not much contrast etc. Or am I blind? I really really hope it's not like @Shadowmage said they won't fix anything about it.
  6. Why are you running OpenGL "of course" when it's stickied in the prerelease forums that OpenGL and dx11 are currently not supported and should not be used?
  7. This is based on the very low TWR modern upper stages have in order to make the whole rocket more efficient. Therefore you need a higher release velocity delivered by the core stage so the upper stage doesn't have to fight against gravity that much and does not need to waste that huge amount of fuel to fight gravity. Remember, real scale earth needs ~ 7.8km/s for orbital velocity so you don't just fall back to earth. This is a lot of velocity the Centaur had to compensate for. Anyway. Sounds like someone tried TestFlight at ULA
  8. If I got my glimpse at it right, the part catalogue looks dull and washed out too, but this is still experimentals and not final right?
  9. I think the biggest "WOW" moment for me was the physics lag in combination to the FPS on screen. Even while they launched this 700 parts (?) monstrosity the time passed ingame was at about 80% realtime or so? You now can launch bigger crafts without spending 20 minutes for tiny Kerbin orbit ascents!
  10. Not yet. Last update it got streamed the weekend and was made available to the public during the following week iirc. But as this is a pre-release things might be different so don't take this for granted.
  11. I might be blind but I don't find anything on CKAN or the actual repository labelled SSTU or related to the mod. So no, you didn't download it through CKAN @The Destroyer. @Shadowmage this shuttle bay and RD-0110 looks just amazing. Can't tell you how my jaws dropped.
  12. Without having tested it myself the Skipper gains it's full efficency a few kilometers up. So for best case you cut off the thuds at breakeven point where the skipper overcomes the worse specific impulse of the Thuds so you gain more out of your fuel. Best scenario would be to ditch the engines entirely so you don't carry dead weight. Normally at this stage of the flight the skipper should have a TWR > 1 so you don't start falling back (TWR < 1 in upper stages is not a problem though as you go sideways anyways). Huge TWR results in more drag losses and heating of your parts. Also the aerodynamic stresses increase and may destroy your rocket. There are many threads about optimal TWR choice and performance here on the forums too.
  13. I can confirm the behavior. Scatterer atmosphere stops at PQS/ScaledSpace change in RSS and remains invisible until ~ 300km above the surface. Tested on other bodies too and they behave similar. Testing environment was win32, dx9, and latest RSS version + scatterer. Switching the new 'Draw on atmo' feature didn't influence it. I can't confirm the missing sunflare on the ground though, this works for me.
  14. Look for it on spacedock and check changelog, then you should grab the one before godrays and flare was added. Don't remember the version number, 0.022 iirc.
  15. Although I would highly recommend to exchange your current Steam install folder - IF you are going to opt in - to a safe place as Steam won't likely install into a separate folder. I wouldn't take the risk of porting it into a dev version which might get quite the changes to it during the testing phase. Just to be sure
  16. That is because RVE is not yet configured for the newest scatterer which you downloaded I guess. Either you adapt it on your own for the newest release of scatterer or you try to download the correct version for RVE's configuration which should be 0.0.222 iirc.
  17. If you followed the scatterer's OP instructions then I'm pretty sure you read that you have to edit the planetslist.cfg changing celestialname and transformname to earth and rename the folders, right?
  18. If I'm not mistaken this comes from the new updated EVE-release.zip 2 days ago, not from scatterer.
  19. No, once shielded everything was fine during reentry. I see if I stumble across balancing issues the next missions I fly in stock with the parts! Right now, I'd support your approach of increasing thrust on upper stages and SMs, as for your point stated above about orbit insertion and people playing stock not wanting to sit through 7 minutes TLI burns, e.g. This could be a turn down for new mod users who are not into realistic TWR's and burn times etc and want to do the "fun parts" quicker. Oh and one thing what could be changed is the Torque power on the reaction wheels in the CMs, right now they flip rather brutal. I will keep making notes about things I come across and share them, if no one minds
  20. So no, apparently it behaves like this, i had the batteries blowing up yesterday as I had them attached to the front under the beams. It seems like this area is excluded from the being shielded area (i can report on GitHub later!) My second question was in connection to those beams and geometry: Is it possible to make those tubes and beams surface-attachable for e.g. batteries, science etc?
  21. If you follow the readme.txt on the github tree and downloaded the specific zip for EVE-release.zip you might have pink surfaces and clouds as this version was updated some days ago and seems to have a problem with current RVE textures. You might want to wait until the mod is updated and fixed.
  22. Awesome update, the shuttle is just so nicely done! I have two things to ask / report: When you engage the crew lights on the SC-E there's some z-fighting at the rear windows. Thins inside the cargo bay blow up during reentry, fuselage as such is fine. Will you make the geometries inside the bay attachable, e.g. at the airlock tubes etc? Right now stuff will float around it circular positions. (Excuse me if this all has already been mentioned, I didn't have the time to catch up reading. If so, just ignore this!)
×
×
  • Create New...