Jump to content

Jimbodiah

Members
  • Posts

    2,492
  • Joined

  • Last visited

Everything posted by Jimbodiah

  1. Make a custom port that is 0.625 in code but looks like a 0.5? cq a new model for it? [ignorance is bliss] I love the Dragon option :)))) Can't wait for the parts to come out to test them.
  2. Yeah, it's not a realism thing in the slightest. I just wanted to play RSS with realistic looking ships and not need comprehensive mod packs that add things I am not interested in. I made this patch because I am lazy and just wanted to see what RSS was like. The patch makes everything work like I wanted and works with all parts from all mods without further tinkering. RO guys will roll their eyes at me for sure As you know, RO radjusts the scales of parts, makes them bigger to match real dimensions in RSS and also adjusts part masses to reflect real specs. KSP has higher part masses as part of their balancing mechanic so to speak. My patch just leaves the sizes and masses as they are and just cheat by altering thrust/isp to allow stock parts to be used, albeit with larger tanks, in an RSS install.
  3. You are correct. Higher thrust means more fuel used, so I need to raise ISP to compensate for this and allow for longer burns or you would never make orbit with ships that are proportioned to real-world rockets. i.e. with this patch a Delta IV heavy would make LEO with an Orion CSM and HUS, while in stock it would reach Duna with ease. If I would only increase the thrust, the fuel would run out half way to orbit, despite the tanks being proportioned to the real-life versions. I found 1.8 for both thrust and isp to give results matching real life missions; Delta IV heavy to (barely) reach LEO and Saturn V to do a moon mission with little dV to spare. Play with the numbers and see what happens; you can always tune to your own liking. NB: I use the ships in the SSTU Craft Repository as a baseline and use SSTU extensively for parts (I deleted all the stock parts basically). Each rocket needs to do it's real-life thing in either RSS or SSRSS, while not needing to alter anything on the craft files (i.e. tank sizes or engines). So I tune thrust/ISP on the respective patch files until the ship will do what it needs to. The SSRSS version I am still playing with, so I am not sure this is balanced out completely yet. Input is always appreciated.
  4. @TheKnave I think you are looking at the wrong page for the download, as the official github releases don't have any of those folder (and you don't need them). @The-Doctor You can use SSTU just fine, I've been running careers with it since 1.0.3-ish (when I started playing). Only twice have there been big game breaking changes that I know of, the rest is all minor stuff, and the ship/station core have been very stable since KSP 1.1.0. So there is no valid reason not to start using SSTU. I think the only reason that it is not an "official" release is that Mage does not want the backlash when something changes and people start complaining how their lives are going to end now
  5. @linuxgurugamer Is there anything you don't have a hand in? Are you secretly a Squad dev? I will take a look at it, thanks! [edit] Just had a look and made a config for my RSS patch; after I test it I can uplaod a new version. For my Patch pack though it will be a heck of a lot of work as I have 35 individual patch files.
  6. With this patch you will need longer, realistically looking rockets; stock ships with short tanks will not make orbit. In the SSTU craft repository there are a bunch of replicas of real world rockets; these will achieve their intended goal and not be massively overpowered like in the stock system. If you want to rescale 5m parts to actually be 5m diameter in RSS and make orbit with the original engines, you will need to rescale all the parts and change their masses; which means RO or Smurff. My RSS patch will allow you to build a realistic looking/scaled Saturn with stock SSTU parts and fly it in RSS as it would have without needing rescaling or mass overhauls. It may be blasphemy to the RO croed, but it works
  7. But seriously... the small port should go well on the 0.8m top, just a small edge left over that should not be a problem? And you could add a rim around the port like you did on the Soyuz.
  8. Not really. I run the BDB gemini which is 1.5m and do not need any adapters as all the sstu parts scale to 1.5m just fine; you just need to use the slider instead of having fixed steps with the arrow keys. But I am fine with either size as long as there is a cool 2-man pod You could go completely rebel and do 1.75m
  9. Thanks, got it to work!!! I was thinking too much Below is all that was needed @PROCFAIRINGS_MAXDIAMETER { %start = 1.25 %aviation = 1.875 %aerodynamicSystems = 2.5 %advAerodynamics = 3.125 %heavyAerodynamics = 3.75 %experimentalAerodynamics = 6.26 %aerospaceComposites = 10 }
  10. Is there a way to MM patch the common.cfg info for the techtree node sizes? I want to change the nodes to match the sizes in SSTU, but don't know how to address something that is not @PART. I tried @ProceduralFairings:AFTER[ProceduralFairings] {@ ...my changes...} but this does not seem to change it.
  11. How about the LH2 version? Would fill the hydrolox gap between RL10 and J2. Not sure if there are any other lh2 types that fill this gap.
  12. Hah, I have patched the LR87-LH2 into my game based on a rescaled J2 model. It has half the thrust of the J2 and would fit in nicely between the RL10 and J2. Dunno about another kerolox engine though, that range is well covered now.
  13. WHahaha, THIS!!!! Actually burning prograde to speed up landing
  14. LFO is considered to represent kerolox (kerosene and liquid oxygen) in the real world. The F1 and Merlin engines all use kerolox, but engines like the RS25, J2 and RL10 use cryogenic fuel (liquid hydrogen and liquid oxygen). Seeing as these latter engines all have much higher ISP, it would make them a bit overpowered when running on the same fuel. Hence the other fuel types were introduced (also already used in other mods like Nertea's cryo engines).
  15. Is there any way to increase the range from KSC for the recovery % in a RSS install?
  16. The engines are balanced for stock KSP. They need patching to work in RSS as they lack thrust/isp for 10x systems (see my patches for a simple RSS patch). I don't find the hypergolic engines OP, maybe the SuperDraco for it's size/weight, but I tend to get more out of the modern LF/O (merlins etc) engines than any hypergolics. The modular SRB are powerful because you can make them larger than the small stock SRBs. If you would use tweascale and enlarge the stock boosters, they perform the same. The Hydrolox engines have really high ISPs, as in real life, but require larger (yet lighter) tanks to carry the LH. For orbital propulsion I always go for LH/O due to the ISP. Are you overclocking it? Otherwise your power supply might now be handling it well, or the heat from the GPU is not removed from the case causing thermal shutdown.
  17. ... your ship is still landing and you EVA to the surface because you have no patience for the ship to finally touch down.
×
×
  • Create New...