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Mudwig

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Everything posted by Mudwig

  1. Yeah. I understand the VAB zoom issue and the issue with small probes. Even just the build mode move widget is too sensitive at small scales. I've been thinking more about this since I posted it and doing some spreadsheet calculations. Using LOX=KSP liquid oxidizer as a standard and with mixture ratios from Astronautix ( the 2.56:1 LOX-RP1 ratio is the only real sticker, because staged combustion engines use a much more oxygen rich mixture ), I calculated what the densities would have to be for the various propellants to have volume/mass-flow ratios be accurate while still using having KSP friendly masses. *Note that 'Liquid fuel' is standing-in for both Kerosene and UDMH, which are similar in density. Cryogenic fuel ( LH2 )= 0.3105 g/cm3 Cryogenic oxidizer ( LOX )= 5.0000 g/cm3 Liquid fuel ( RP1/UDMH )= 3.5320 g/cm3 Liquid oxidizer ( N2O4 )= 6.3997 g/cm3 6.4582 g/cm3 ( I calculated this using the wrong value for liquid fuel initially ) Only the all cryogenic mixture deviates wildly from KSP propellant masses volumes, the others are within 10%, but volume ratios and mixture ratios would be very close to real world values for most cases, though I don't like that the liquid oxidizer has to be rounded. I think I'm gonna try this out. The Titan stuff is my favorite in the mod and by far my most used, so I'm very happy to hear this!
  2. To be fair to you and Jso, BDB is fairly well balanced ( outside of some of the older/smaller LVs, which are way too capable ) and it's the class of the field, so to speak, when it comes to cryogenics. Centaur and the Saturn stages are very well balanced and I actually use the Saturn tanks as a standard for balancing other mods with BDB. I don't love the upscaled Scout from a balance perspective because It makes it hard to use the Algol boosters separately from scout, like as strap-ons for things Titan 3BAS2, because they're too powerful. I understand why it is the way it is though, because it's hard to get a useful payload in KSP with small rockets. I think the stock propellants are the biggest barrier to faithful representation of certain rockets ( IE: hypergolic ones ), but I think there is a stock-alike solution. Using four different liquid bipropellants to represent cryogenic fuels, cryogenic oxidizers, storable fuels and storable oxidizers. Not like Real Fuels, but simpler analogs. It would allow the volumes to be scaled more or less correctly if the densities were balanced and it would allow for more variation in fuel types. LH2-LOX ( cryogenic fuel + cryogenic oxidizer ), RP1-LOX ( liquid fuel + cryogenic oxidizer ) and various hypergolics ( liquid fuel + liquid oxidizer ) could all be represented more accurately that way. Anyway... Keep up the good work and thanks for all that you've done both with BDB and in the KSP mod community as a whole. I'm very eager to see the new Titan parts in game. Did you remodel the UA-12xx boosters as well? I can't remember seeing them in any of the screenshots you've posted.
  3. I usually get the panels to go on correctly, but I actually think I put the solar panels on at 22.5 degrees from center because I didn't bother to check my EEX angle snap. The 5xE-1 setup might be powerful enough not to require strap-on boosters I think. Regardless, I didn't want to use non-Titan parts on the first stage, which is why I went with the LR-87/UA-1207 combo. I would have used LR-91s on the 2nd stage if the engine plate had a twin-engine variant, but it doesn't. TWR would be to low with just a single LR-91. So long as it's enough to get the job done, I'm happy with it. I've started doing my own versions of part configs for the mods I use to better bring them in line with one another and balance them with 2.5x, so my parts might not quite perform the same as standard. I wish there were a working standard for stock-alike versions of real stuff, but their is just a jumble of different approaches instead. Even scaling isn't standardized.
  4. I don't think I've ever posted any screenshots of my experience with BDB, so here's a Few from this morning:
  5. It sounds like you have the Saturn Rescale installed in the BD Extras folder. It's meant to scale the Saturn parts by a factor of ~0.625:1 relative to their real-life counterparts, compared to their 'normal' scale witch is quite a bit smaller. It doesn't scale every part though, so unfortunately it can cause some issues. Just delete the Saturn Rescale folder and everything will fit again. Just note that the Saturn vehicles will not be scaled the same as most other parts ( I don't find the default scales to be much of a problem, personally ).
  6. Is this WAD? The OP says that the mod is recommended for playing 2.5x scale, but the Ares I, with no payload, barely has enough delta V to reach orbit. The Full Stack can kind of pull of off, but only at the expense of most of Orion's fuel, which renders it more-or-less useless. It's not alone either; the STS stack is similarly anemic. I haven't tried SLS or the Jupiter launchers since I downloaded it, so I don't know how they fare by comparison. The engines are also very heavy, both compared to stock and also other comparable mods, like BDB and Tantares, which limits their use outside of reDIRECT. Thanks for your time and for making this mod! This post comes off a bit complainy, but you've done fantastic work ( HabTech2 is amazing and a very worthy successor to Cx Aerospace ) and I've enjoyed following the progress of this mod since you first rebooted it.
  7. The rate at which you've got these updates flowing out is seriously impressive. Fantastic work!
  8. Oh, that's too bad. My install is already very mod heavy and I don't really want to add more. Plus, I like making the shape of the Soyuz fairings close to the real ones and Procedural Fairings can't do that. Thanks for the reply though.
  9. I just tried using this, but the fairings don't scale with the fairing base properly ( there's huge gaps in-between the fairing segments ). Did you have to do anything differently to get them to work when you made your your screen shots?
  10. No textures are loading on the new parts in game. They're just flat black. I'm pretty sure this is a problem on my end and not a mod problem, but any idea how to fix it? I don't have any texture mods installed, so it isn't that. Edit: Nevermind. I fixed it. The Vostok works very well as do the drag changes. I don't think it really needs much balancing, BTW. It has basically just enough Delta V to deorbit the reentry vehicle from LKO in 2.5x scale, which is all it needs to do and the lack of ablator isn't an issue at all. The tech nodes required for the parts are all over the place though and really should all be 'start' given where Vostok falls on the spaceflight timeline. If this mod had Sputnik, id say to push Vostok back a bit, but as is, right at the start is probably where it should be available.
  11. Lookin' good. I love the top antennae. Small details like that really help to give it the right character. All it needs now is a faulty umbilical and an ejection seat with a survival kit that falls off every time and it'll be perfect!
  12. If I could make a suggestion, and you may have already considered this: Having the service module double as a fairing base would make packaging the Vostok atop the stack much easier. Edit: The missing link is obviously Zond.
  13. Bummer. With the extras installed ( the ETS stuff, basically ) the abundance tanks and engines is a bit overwhelming sometimes. Built-in part/stat switching functionality would be a great quality of life update for modders and mod users alike.
  14. If you wan't to cut down on part bloat, you could probably also use part switch for tanks with multiple variants or stretched versions ( like Atlas, Diamant, Thor, Saturn I... etc ).
  15. Ooooohhhh! I've been trying to use the old one, but it has reentry issues that force me to eject the pilot, which is realistic, to be fair ( though Gagarin didn't bounce off the ground before his parachute opened, like Jeb does ). I can't wait to try it out!
  16. This image shows the built in Blok D RCS and one of each style of radial RCS included in the mod. As you can see, the craft is translating towards the top of the image, but the Blok D RCS plume is pointing the wrong way, in addition to being very, very large. This is the only one of your parts that I've noticed this with.
  17. Thanks, that fixed it. The Blok D has some issues with RCS effects pointing the wrong way also, but you may already be aware. It works fine, it just looks weird. Do you have any plans to update the Blok D to be more in line with the refreshed Proton and the new Zenit? You recommend playing with 2.5x scale, which doesn't play too nicely with MechJeb. Would you, or anyone else who may read this, have any suggestions for Mechjeb settings in 2.5X scale ( if this has previously been discussed, being pointed in the right direction would be much appreciated )? I am having issues getting efficient ascents without having to fly manually, which I don't like doing all that much. Soyuz, in particular, ascends far too steeply and I can't find a good balance that doesn't waste a ton of Delta V. Again, thank you for your time.
  18. Hello Beale, and thank you for your work making and maintaining this mod! I'm having an issue with the current Github version linked on the last page. The N1 1st stage engine immediately detaches from the 1st stage tank when staged and is completely unusable as a result. I don't know what's causing this ( autostruts and rigid attachment don't help ) and it happens even when Tantares is the only mod installed. Do you have any ideas what the problem could be? It seems like the joint is breaking ( either from the weight of the rocket or from the force of the engines ), so perhaps the strength of one of the 2 parts is too low? Edit: Using a bunch of manually placed, external struts does fix it, so it's a strength issue somewhere.
  19. Would it be possible to add a fuel cell to the Malemute cockpit in a future release, or perhaps in the rear segment? I really like using it, but the shape of the parts makes it difficult to attach solar panels or fuel cells ( in a nice looking way, at least ). Also, it seems weird that the tiny Akita rover has an integrated fuel cell and the more complicated Malemute does not. That said, awesome mod ( as well as your others )!
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