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Phineas Freak
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Everything posted by Phineas Freak
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@NathanKelli took a look at the craft screenshots that are linked in the OP and i noticed something that i want to replicate: the Prometheus - Centaur C uses a stringer - like procedural structural fairing for the booster engine mount and for the interstage adapter. Are these parts and/or textures available?
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For some reason almost all parts have been defined for placement to the now non - existent "Propulsion". This means KSP will try (and fail) to place the parts according to the type of the first module that it finds inside each part config. To fix it, just replace the "category" fields: "Aero" category: SLSnoseCone SLSF9noseCone SLS_fairingL SLS_fairingM SLS_orionShroud SLS_orionUSAfairing SLS_payloadAdapterL (because it is a procedural fairing) "Engine" category: SLS_b1_SRB SLS_DKSSRB SLS_septratron1x SLS_septratron3x SLS_RL10 SLS_RS25 "FuelTank" category: SLS_EUS SLS_core_hydrogenTank SLS_core_oxygenTank "Structural" category: SLSdecoupler SLS_core_engineAdapter SLS_EUS_interstage SLS_core_interstage SLS_core_interTank SLS_core_engineShroud SLSF9adapter SLS_orionUSAadapter SLS_Oriondecoupler After making the above changes, all parts where available through the default categories, ready to fly!
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Making an RD-701 tripropellant engine work in KSP
Phineas Freak replied to nilof's topic in KSP1 Mods Discussions
Damn...i just noticed it... OK, done! -
Making an RD-701 tripropellant engine work in KSP
Phineas Freak replied to nilof's topic in KSP1 Mods Discussions
Truly weird. I cannot replicate this issue. In other news, i updated a bit the original config to remove some unneeded flow rules and add an ignition count that i forgot. -
You can try to create a pattern for the RP-1/LOX interstage and the various structural adapters as seen on the following picture: Notice the color differences between the parts that compose the overall CCB.
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Your math is correct. Breaking down the lengths we get the following approximate values: 1. RD-180: 3.6 m 2. RP-1 tankage: ~10 m 3. LOX tankage: ~19 m 4. Conical ISA: 1.6 m 5. Centaur ISA: 2.5 m (includes the RL10C-1 engine with a length of 2.2 m) 7. Centaur common bulkhead tankage: ~9.4 m 8. LPF: 12 m Overall length: ~58.1 m, close to the standard 401 configuration (57.3 m). The tank lengths were calculated for an average 95% fill ratio. Doesn't look different than an old replica of mine: Edit: Multi - ninja-ed...
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Making an RD-701 tripropellant engine work in KSP
Phineas Freak replied to nilof's topic in KSP1 Mods Discussions
// ================================================== // NPO Energomash RD-701 engine. // Using the stock RAPIER model as a template. // Dimensions: 5 m x 3.81 m // Inert Mass: 4150 Kg // Throttle Range: 32% to 100% // Burn Time: - // O/F Ratio: 6.1 (Vacuum Mode) // Source 1: http://www.buran.ru/htm/rd-701.htm // Source 2: http://www.b14643.de/Spacerockets/Diverse/Russian_Rocket_engines/engines.htm // ================================================== +PART[RAPIER]:FIRST { @name = RO-RD-701 %RSSROConfig = True !mesh = NULL @MODEL { scale = 1.0, 1.0, 1.0 } @scale = 1.0 %rescaleFactor = 1.0 @node_stack_top = 0.0, 0.741, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.205, 0.0, 0.0, -1.0, 0.0, 1 @title = RD-701 @manufacturer = NPO Energomash [Glushko] @description = A staged combustion tripropellant liquid fuel engine using Kerosene, liquid Hydrogen and liquid Oxygen. Originally developed for the MAKS space plane. In the early phases of the ascent it uses a mixture of Kerosene with liquid Hydrogen and it switches to pure Hydrogen for vacuum conditions. @mass = 4.15 @crashTolerance = 12 %breakingForce = 250 %breakingTorque = 250 @maxTemp = 1023.15 %skinMaxTemp = 1773.15 !CoMOffset = NULL @MODULE[MultiModeEngine] { @primaryEngineID = SurfaceMode @secondaryEngineID = VacuumMode } @MODULE[ModuleEngines*]:HAS[#engineID[AirBreathing]] { @engineID = SurfaceMode @ignitionThreshold = 0.1 @minThrust = 1281 @maxThrust = 4003 @heatProduction = 100 @useEngineResponseTime = False !engineAccelerationSpeed = NULL !engineDecelerationSpeed = NULL !useVelocityCurve = NULL !spoolEffectName = NULL !engineSpoolIdle = NULL !engineSpoolTime = NULL !atmChangeFlow = NULL !useVelCurve = NULL !useAtmCurve = NULL !flowMultCap = NULL %ullage = True %pressureFed = False %ignitions = 1 !velCurve{} !atmCurve{} IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = Kerosene amount = 0.126 } IGNITOR_RESOURCE { name = LqdHydrogen amount = 0.06 } IGNITOR_RESOURCE { name = LqdOxygen amount = 0.814 } @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.126 !resourceFlowMode = NULL } @PROPELLANT[IntakeAir] { @name = LqdHydrogen @ratio = 0.06 !ignoreForIsp = NULL } PROPELLANT { name = LqdOxygen ratio = 0.814 DrawGauge = False } @atmosphereCurve { @key,0 = 0 415 key = 1 330 } } @MODULE[ModuleEngines*]:HAS[#engineID[ClosedCycle]] { @engineID = VacuumMode @minThrust = 918.9 @maxThrust = 2871.6 @heatProduction = 100 %ullage = True %pressureFed = False %ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = LqdHydrogen amount = 0.725 } IGNITOR_RESOURCE { name = LqdOxygen amount = 0.275 } @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.725 !resourceFlowMode = NULL } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.275 !resourceFlowMode = NULL } @atmosphereCurve { @key,0 = 0 460 @key,1 = 1 330 } } @MODULE[ModuleGimbal] { @gimbalRange = 5.0 %useGimbalResponseSpeed = True @gimbalResponseSpeed = 16 } } -
Also, these rockets are meant to be controlled by a closed - loop PID controller so the asymmetric thrust in reality is not a problem (the RD-180 compensates for it with it's 6 degrees of gimbal range). For KSP it is a tiny bit more difficult to control by hand but that's why we have MechJeb (or a good hand coordination)!
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Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
Currently, this is impossible. You can use however solid motors to achieve that (stage them as a liquid - fueled engine). Future versions of RT will include "engine" maneuvers using the RCS but it is (probably) slated for KSP 1.1. -
@NecroBonestake a look at the following Atlas V 500 Series diagram: What i had in mind was to make the "Centaur Interstage Adapter" operate as a decoupler. It will have 3 attachment nodes, one on the bottom (for the CCB), one on the top (for the conical ISA) and one decoupler node close to the middle of the adapter (where Centaur will be attached). Then, make the "Centaur Conical Interstage Adapter" a hollow fairing base (Centaur will slip inside of it and it will attach on the decoupler node).
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Depending on the Centaur version, it used different ways and materials for insulation: early Centaurs used detachable fiberglass panels with white foam insulation. Starting with Atlas II and III, Lockheed Martin used orange insulation (like the one used on the STS ET) until some time around 2005 where they started using a white paint cover to protect the payloads from foam particles and improve the boiloff rate. All Centaurs today use the white foam version regardless of the Atlas booster that are mounted on.
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@NecroBones for the Atlas V 500 interstage, you can break it down into two parts: 1. A straight ISA that will have a normal attachment node and a decoupling node for the Centaur. 2. The conical ISA that will have the fairing base. This will attach at the normal attachment node of the ISA. For a single part: prioritize the fairing action in the part.cfg and use the right - click menu for the Centaur to decouple. Edit: do you have plans for other launchers? Titan has not been touched by anyone (i think)...
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Keep them both! BTW, do the legs on the ALMV work as expected?
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Since these parts are already made with the correct dimensions, adding RF support will be really easy!
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[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
Is it required for the KSP texture quality to be set on "High" before making any changes to the site position parameters? -
[WIP] Dangerously Shaded Stock Refresh
Phineas Freak replied to DangerouslyDave's topic in KSP1 Mod Development
@DangerouslyDave here you can find some good info and pictures about the Agena.- 90 replies
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So much wow! I have no words... Edit: @Jodo42the parts are not yet compatible with RF.
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As i see, the FASA RFS patches still use the old EngineIgnitor modules. Theoretically, these should work as RF is compatible with them...hmm. Do you have a specific engine in hand?
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@fallout2077do you also use RO or RF engine patches for the engines?
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@CitizenVeenif you search for this specific line, can you find it? If not, then your RO installation for some reason is corrupted.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Phineas Freak replied to Peppie23's topic in KSP1 Mod Releases
Currently, the only possible way is to add some solid ullage motors and then to tell Flight Computer to activate them prior to the main engine ignition. The next version of RT will add the ability to schedule propulsive nodes that can use the RCS.