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hraban

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Everything posted by hraban

  1. Considering the scale and size of Kerbin the first stage is about 10% too strong. Please remember that the main engines of ZENIT be throttled by about 1/3 of the burn time to 75% of maximum power. The ZENIT has no potential for lighter payloads. Under 12 tons, the rocket is not much good for LKO. In the illustration, the first stage consists of 1x CST-87 8m and 1x CST-87 4m (total 12m) tank. The second stage fueltank consists of 1x CST-87 2m and 1x CST-87 1m (total 3m) fueltank. With a payload of 13 tons, the results with the third stage DM-SKB I is a Total dV 4176 m/s. The use as launcher strikes me more as a stopgap after the main engine was no longer needed as a booster for the Energia. In principle, the engines of my Mod are significantly closer to the necessities of the Stock KSP as of Tantares which are powerd partly more than 30%.
  2. I do not know what have smoked or drunk CuddleWolpertinger but I want that too
  3. err ... you are right. You need for each solar panel one unique named object in unity and a corresponding entry in the .cfg file.
  4. Duplicate the object "toSun" and positioning it for each solar panel surface as described. On my HTV works excellent. (Round body with 32 solar panels).
  5. Create an empty "GameObject" in Unity. Rename it as "toSun". Positioning the object "toSun" in the center of the solar panel surface which is to face the light source. Rotate the object "toSun" so that the Z axis points away perpendicularly from the surface. Y | Solar Panel (back) || (front) X----> Z-Axis in the .cfg
  6. We all want an optical acting halfway reasonable and realistic. For even more inverted wine and beer glasses instead of thruster nozzles are not needed. The basic nozzle design form Beale fits perfectly. quickbuild and pictures for comparison
  7. well, black knight = crowned fool black arrow = boomerang blue streak = sterling grave
  8. Design for the JWST
  9. Hello Kartoffelkuchen, you forgot to publish the mod? SpaceDock says "404"!
  10. A crewed version is no only possible, it's in progress. Target is a version for 4 Kerbal's.
  11. Contares presents: REX FREE FLIGHT - reusable science and recource return vehicle! Download from DropBox: REX FREE FLIGHT (stand alone installation)
  12. You named it ctnMAV. I call it interstage where is in the middle Version 1.0 (RIGHT) Version 1.1 (WRONG)
  13. ok, sorry, you are right, the RCS works right and the texture fits but with version 1.1 the nodes of the interstage was wrong. I take the settings from version 1.0 and all works fine now.
  14. Hello -ctn-, please remove the RCS texture on the second stage. The texture looks funny, is not consistent with applied RCS ports and is messed up with six optical ports.
  15. Maybe at the weekend ... ... but settings and adjustments for 6.4k and FAR I do not do!
  16. First impressions of the REX Free Flyer: The model is scale with 2.8m length and a maximum width of 1.66m. The model is optimized for KSP Stock physics. Landings are possible manually from an orbit of up to 150 km. In a continuous AoA of 15-20°, the surface reaches a maximum of 2000°K. The parachute is triggered at a height of 500-1000m and a speed of 60 m/s. The structural stresses on complete recovery procedure is a maximum of 2 G.
  17. Following the project "REX free flyer" a few impressions of a supplementary small project. The image sequence shows the first, something simple prototype and fairly accurate replica of the REX, of course with artistic freedoms. What is REX? A spacecraft that carrying unmanned small loads to space stations but more importantly, to bring Scientific experiments with low G-load back to the planet. REX use planar heat shield tiles served which cheaper to manufacture and require less variation.
  18. Hello @curtquarquesso,

    are you progressed with your solar panel for the ATV?


    For some reason, the creation of animations in Unitiy 4.2.2 with Part Tools .23 works only occasionally. Even add an Emissive texture to a single-piece capsule, suddenly fails with errors. In the same project but succeeds Emissive animation for an engine which consists of 8 individual parts.

    Here a sample of: The Animation works in Unity and write to KSP without errors.

    On load, KSP says: "Out of memory!" ARGH!%#*$?!#

    I can not find the error! Do you have any idea?

    QtFtE8x.png

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