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wm1248

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Everything posted by wm1248

  1. For those looking for a craft file, here is how you can build the N1, then save it in the VAB as a craft file and voila, future usage availability. Took me less than 10 minutes to build it.
  2. It’s not as bad as you may think. I haven’t encountered any flipping, rolling, or tumbling out of control. Now on stock 1.3 with FAR, yeah...way out of balance. Soyuz would make orbit on the core and boosters alone. In 1.4, I’ll have just under 1/2 fuel left in the third stage. That’s to an 80km orbit, if I go to a 100km orbit, it burns up quite a bit more fuel. Yes, I know the 20km height difference, but it almost burns all the third stage. I ain’t knocking it at all though. I do have one question, how hard is it to make the meshes? I’d like to try to make a Soyuz TMA mesh, maybe even an animated one that looks scorched after reentry.
  3. I’m running 1.4.2, RO isn’t up and running for that version as far as I know. I did have to add some struts to the block g for added stability during launch on the final assembly. Nonetheless, I think this is an amazing start. All your mods are working beautifully in stock 1.4.2 BTW.
  4. The N1 looks amazing. I have an older machine running Ubuntu with a i7-3770 w/ 16gb of ram and an Nvidia 1060 3gb and this flies perfectly in stock with very little lag. 1080 resolution, realplume, scatterer, environmental visual enhancements just some of my mods running.
  5. There’s no one right time to start a gravity turn, it varies based on rocket design, weight and payload size and weight. If you don’t have enough speed when you your gravity turn, it’ll flip out of control. Took me a long to understand this. Gravity turn mod is very nice as it makes a guess based on game physics, rocket design, weight and payload dimensions. It’s very worth while to check it out, as it saves a lot of guess work and reverts to figure it out.
  6. Launch either manually(trial and error) or use “gravity turn” mod. Mechjeb gives me hell on this mod, have had no issues using gravity turn.
  7. help! how the bloody hell do you fly these things? completely un-flyable. They flip vertically regardless of speed, AoA, inclination, etc... They look fantastic, but unusable. will somebody please share the flight settings needed for these damn things.
  8. General question, what exactly is the trick to flying the R7? I have toyed with every adjustment I can think of, even tweaking cfg files for better aerodynamics and engine control, but the rocket always flips out of control shortly after beginning gravity turn. They look beautiful, but, if I can't fly it, what good is it?
  9. So, giving RO a second look. There really should be a bloody guide to this, RO as a whole.
  10. I am running KSP 1.1.3, I do NOT use FAR or RO. I absolute love DECQ work with his Energia rockets and these look just as beautiful. This is what I changed and have not encountered any problems thus far, from test launches to the upper atmosphere, to full reentry tests. Also, keep in mind I've rescaled to 0.80 in order to be compatible with Raidernick's Salyut stations. Parachute (Parashute.cfg file): PART { // --- general parameters --- name = SOYUZ_PARASHUTE module = Part author = DECQ // --- asset parameters --- MODEL { model = SOYUZ_SPACECRAFT/Parashute scale = 0.80, 0.80, 0.80 } //mesh = model.mu scale = 0.80 rescaleFactor = 1 //CoLOffset = 0, 0.8, 0.04 CoPOffset = 0, 0.6, 0.04 // --- node definitions --- node_stack_top = 0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- sound_parachute_open = activate sound_parachute_single = deploy // --- editor parameters --- TechRequired = generalRocketry entryCost = 500 cost = 850 category = Utility subcategory = 0 title = Soyuz Parachute description = The primary parachute of the Soyuz SA pod. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,1,0 // --- standard part parameters --- mass = 0.03 dragModelType = default angularDrag = 1 crashTolerance = 12 maxTemp = 800 skinMaxTemp = 2500 bodyLiftMultiplier = 0 breakingForce = 630 breakingTorque = 630 emissiveConst = 0.6 // not too absorptive for reentry stageOffset = 1 MODULE { name = ModuleParachute semiDeployedAnimation = SEMI fullyDeployedAnimation = FULL invertCanopy = true autoCutSpeed = 0.5 capName = PARASHUTE canopyName = COMMAND_CHUTE stowedDrag = 0 semiDeployedDrag = 10 fullyDeployedDrag = 320 minAirPressureToOpen = 0.1 deployAltitude = 1200 deploymentSpeed = 0.5 semiDeploymentSpeed = 0.5 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 11 } } Soyuz Descent Module (SA.cfg File): PART { name = SOYUZ_REENTRY_CAPSULE module = Part author = DECQ // mesh = model.mu // rescaleFactor = 1 // --- asset parameters --- MODEL { model = SOYUZ_SPACECRAFT/SA scale = 0.80, 0.80, 0.80 } scale = 0.80 //mesh = model.mu rescaleFactor = 1.0 specPower = 500.1 CoPOffset = 0, 0.4, 0.0 CoMOffset = 0, -0.05, 0.04 // --- FX definitions --- fx_exhaustFlame_yellow_tiny = 0.0, -0.17, 0.163, 0.0, 1.0, 0.0, running fx_exhaustFlame_yellow = 0.0, -6.756, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, -6.756, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -6.756, 0.0, 0.0, 1.0, 0.0, running node_stack_top = 0.0, 1.036991, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.7998706, 0.0, 0.0, -1.0, 0.0, 1 node_stack_periscope = 0.0, 0.1247507, -0.989488, 0.0, -1.0, 0.0, 1 node_stack_parahute = 0.5, 0.5, 0.5, 0.0, -1.0, 0.0, 1 node_stack_parahuteRezerv = -0.5, 0.5, 0.5, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = start entryCost = 6400 cost = 280 category = Pods subcategory = 0 title = Soyuz-TMA SA description = Soyuz Descent Module (SA in Russian) is where the crew sits during both ascent and reentry. It's equipped with basic life support, RCS for control during reentry and landing engines for softening the landing. Another notable feature is the offset COM, which allows the pod to generate lifting force during reentry (fly parachute-up for best results). This allows it a small degree of control over its landing zone. attachRules = 1,0,1,1,0 mass = 1.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 45 breakingForce = 50000 breakingTorque = 50000 linearStrength = 22000 angularStrength = 22000 maxTemp = 3390 //skinMaxTemp = 2500 thermalMassModifier = 1.0 vesselType = Ship CrewCapacity = 3 bulkheadProfiles = size2, size1 skinInternalConductionMult = 0.625 heatConductivity = 0.1 INTERNAL { name = Soyuz_cockpit } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 310 maxAmount = 310 } MODULE { name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.03 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform //engineID = S1SRB //powerEffectName = running_closed throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 415 useEngineResponseTime = True engineAccelerationSpeed = 8.0 allowShutdown = False fxOffset = 0, 0, 0.35 EngineType = SolidBooster PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 220 key = 1 195 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 0.8 maxAmount = 0.8 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = ModuleRCS thrusterTransformName = DPO_M enableX = false enableY = false enableZ = false fxPrefix = first thrusterPower = 0.2 resourceName = MonoPropellant atmosphereCurve { key = 0 290 key = 1 190 } } MODULE { name = ModuleJettison jettisonName = Cylinder_079 bottomNodeName = top isFairing = False jettisonedObjectMass = 0.001 jettisonForce = 3 jettisonDirection = 3 0 0 } MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.9 0.9 0.9 interval = 2 meshes = Cylinder_033 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 50 maxAmount = 50 } No SAS needed but can be used. Stability on descent. Hope this will work for others, cheers
  11. Beautiful modeling work! However, the parachutes are useless. I have made several attempts to rectify the issue to no avail. I have rescaled everything to the same as Raidernicks and am attempting to port one of his parachutes, as both cause the capsule to spin uncontrollably before ripping off. I have read through everyone's comments and even watched the video a few times to no avail.
  12. Corrective steering or no? Cheats? Not really as the Russians automated everything to remove human error as much as possible. I land manually and occasionally dock manually.
  13. What are the optimal launch settings, as far as thrust, turn angle, turn start, turn end, etc...
  14. I experienced massive launch complications previously, but was able to resolve by uninstalling and manually reinstalling. Out of the blue, I have had a reappearance of launch complications to which updating both mods has escalated said issues. I was informed previously that FAR was required for this mod. Is there a way to use this mod WITHOUT FAR? I'm experiencing way too many issues between the two. As long as I launch at a 0 degree inclination, all is fine. Deviate from that by 0.1 degree and all is lost. Using 1.0.5 as 1.1.2 rendered most rockets unflyable, both with and without FAR.
  15. OMG, I know I'm only an amateur programmer, but I'm still embarrassed I missed that. More coffee it is...thank you! FYI, the link to my google drive, some screen shots of the RealPlume configurations I'm still tweaking them. What program are you using to do the modeling? Would love to help however I can.
  16. I wish I knew the answer to ckan. I poured over all config files, cross referenced with the other files. I now believe it was with how FAR, RO, and RSS were installed. With FAR installed via ckan, the rockets would not do a gravity turn, straight up until out of the atmosphere, then I could turn. Cleared cache and installed FAR manually, works beautifully. RO just didn't do anything, manually or ckan installed. RSS screwed over my entire game. Maps were all out of wack, KSC was in the middle of the ocean for example. I'm an OS X user, still running 1.0.4, yes I confirmed the proper version of RO/RSS. No, I didn't use the highest resolution RSS terrain textures. With FAR properly working now, the latest updates of your mods are working with none of the previous issues I was having. Fantastic work mate. Also, I may have missed it, but how would I unhide the R7 vernier effects? I'm running in 64bit mode with plenty of CPU and RAM to negate negative particle lag.
  17. Thank you! I was a pounding my head on the desk as I poured over all of the config files looking for possible answers. A few days ago, I uninstalled everything through ckan and reinstalled manually, as well with FAR installed manually. All is working thus far. I am no longer using ckan, as everything seems to be working better now. Wondering if it's because I'm running it through mono, I'm on OSX. Realism overhaul and real solar system really screw my game up no matter how it's installed. One issue still perplexing me, since removing RSS/RO, my spacecraft every so often will randomly explode to overheating.
  18. Old school fairings made no difference. I have FAR up and running, which has now provided new challenges on top of the old ones. Now, when the rockets don't fly out of control, they go straight up and never turn. Giving up, going back to a much older version of the mod.
  19. I'm using stock aero with mod included fairings. I've not had luck with game stability using FAR or realism overhaul. I'm running on OS X in 64bit mode. I had stability in earlier releases, but nothing is controllable now. The only thing that differs is the real plume config I created, but that's not in this mod, it's in real plume. There's no difference with the config file in place or not. The R7 is fine until booster separation, then starts to spin. It's like the vernier engines aren't even there. The proton flips as like the payload has all the weight, regardless of payload type. The zenit takes off spinning and flipping in every which direction. I managed some stability by adding a reaction wheel module and power supply resource to the config file, but it's still unreliable requiring multiple launch reverts to get to orbit. Very frustrating
  20. Ok, I'll ask again...How in the hell do you fly these bloody rockets!! The Proton flips out of control as soon as you start a gravity turn, the R7 spins out of control as soon as the boosters separate, and the Zenit, well it does whatever the hell it wants to. I have this problem no matter the configuration, Flight speed, engine throttle, inclination, flight angle, manual, Mechjeb, turn start, turn end, it doesn't matter the setting. They are all useless. I can't launch a damn thing, I am deleting the current version and going back to an older version. Something done in one of the newer versions has mucked up the launch ability of this mod, which sucks as they look phenomenal.
  21. First and foremost, I love the Soviet mods. They look phenomenal, however, the main issue I have, is they all tumble or cartwheel out of control. I have tried many different angles of inclination, throttle settings, flight angles, mechjeb, manual, etc. The R7 does this after booster separation and the Proton does it upon gravity turn. This makes them unusable. Any ideas? Launch setting recommendations? Also, they Soyuz descent module starts flipping during reentry, despite the descent mode being toggled and/or SAS settings. These started about two updates ago I'm guessing. I had skipped a few updates and wish I had kept skipping. Any ideas? ps, I have created RealPlume config files for these rockets...
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