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infinite_monkey

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Everything posted by infinite_monkey

  1. That's been one of my main concerns for a long time... I don't think there is any official presentation of the BFS cargo yet. I'm pretty sure it's not gonna be like TE's old cargo BFS. That one is fine for satellites etc. (which SpaceX says is needed to fund the BFS), but totally impractical for putting something on a planet's surface. It all totally depends on WHAT they want to put there. There is no mission plan at all so far, so I highly doubt a BFS will go to Mars in 2022 or even 2024. I want to bring Duna modules from MKS. For that, a cargo door like the new TE BFS has is too small. I guess for something of that size, about 120° of the bay need to open like a huge door. Then a crane would need to bring stuff to the ground. For smaller parts, I think it's fine to use the normal BFS without crew cabins, and bring stuff down with a crane installed in the cargo bay.
  2. I just verified that controlling a KSPfield works fine in kOS. Does this mod just change lift or also drag? The BFR fins are mainly for drag, as far as I understand. Does the modder need to specify drag or is that calculated automatically depending on the angle? More specifically: the BFR can move the fins from 60 to 120 degrees relative to the current trajectory (when flying belly-first). I don't know much about aerodynamics, but the "visible" area should be the same at 60 and 120 degrees (but the air is forced towards the ship vs. outwards), and has a maximum at 90 degrees. Does one have to provide some kind of a drag coefficient curve for that or can RetractableLiftingSurface (or KSP itself) account for that?
  3. Yay, I can totally read and control the hatch on the DragonV2 The only minor problem is that, same as if you control it manually, it jumps right to the value and doesn't animate it slowly like when you click the toggle button. But that's not really an issue, since I can handle that in code.
  4. Oh, didn't know that. I have to check if that would work. I asked at kOS, they said they need a KSPfield.
  5. Well, not exactly the same, since that is a button and knows only two states, similar to the current actuate up/down of the fins. It should be a "slider" from 0 to 100%, like the thrust limiter for engines.
  6. No, currently not, but @linuxgurugamer wanted to know what would be necessary to do so. I'll let him know.
  7. I just noticed that stuff stored in the BFS cargo bay is not protected from heat. At least stuff attached to the wall where the crew hatch is. Also, is there a reason why externalAccess = false for the BDS in Extra_KIS.cfg? I suggest setting it to true, so Kerbals can stand in the cargo bay, grab stuff from the integrated KIS container, and hook it up to a crane. I also was searching for a possibility to control the fins better, maybe using kOS. In order to do that, the angle has to be controllable by the user. Basically, it would need something like the "Authority Limiter" that Elevons have, which I guess links to the angle specified in the model somehow.
  8. Since Tundra Exploration's new BFR uses the RetractableLiftingSurfaceModule for the "flapping" fins, I have a question: for now, this mod only knows 2 states - retracted and extended. The real BFR will use them for steering, though. What would kOS need from the module so it can control the exact angle (or maybe an extension percentage) of the lifting surface?
  9. TundraExploration uses this mod for the new "flapping" fins of the BFR. As far as I understand, though, this mod only knows 2 states and nothing in between, is that correct? Would it be possible to control the exact angle via kOS?
  10. Is there a way to check where some parts are used in an existing game, other than searching through the savegame file manually?
  11. Yes, I just installed 1.0, removed 0.6, and everything was fine. Whill the legacy parts be removed from the mod in the future?
  12. Do you mean 1.4.5 or 1.5? Do Kerbals have the tools in their hands or not at all? Does it work if you press the tool's inventory number? (ie. if you have the screw driver in your first slot in the inventory, press 1 on the keyboard)
  13. Oh, so what's the difference then? Was there no aerodynamic effect at all in the previous version? Thanks I just noticed they're in the "Aerodynamics" category. They should probably go to "Containers", since that is where the other KIS containers are. Well, I respect your opinion. For anyone who wants to be able to have a bigger version, here's a little config you can drop somewhere in your GameData folder. It needs TweakScale in order to work. It has 100% (Tundra Exploration default), 120% (to scale) and 180% (real size; that thing is ENORMOUS).
  14. Just tested the latest beta. I have the Retractable Lifting Surface Module installed, but the fins don't seem to be moving. Do I miss some other mod or some settings? For the aft cargo bays, some attachment points would come in handy. I tried @Nessus_'s suggestion about the rescalefactor. For me, this would be the perfect size. It even fixed the problem with the internal hatch being obstructed. For some reason though, the attachment nodes initially were all messed up. After launching with just the command pod and then going back to the VAB, it magically fixed itself. Let's hope it stays that way...
  15. I love the new landing pads Just a couple of things: The heading seems wrong. It's consistent between the different launchpads, but setting the heading to 270 (I think 90 or even 0 should be correct, in order to match the orientation of the rest of KSC) doesn't align the accessing streets to an east/west orientation. I need to set it to something like 255 in order to achieve that. When clicking "Snap to Terrain", it has an offset of 65.78... I don't know if that's an issue of KK or of this mod. Also, grass color is a bit different than the grass around the pad. Sometimes darker, sometimes brighter. It seems to depends on the exact spot where I place it. Any tips on how to fix that?
  16. Has somebody tested this on 1.5 yet? I never meant to actually use the lab - this was from a pure design reference view. The lab seemed pretty similar to the SpaceX design of the crew cabin part, with a central corridor (which might be wider in the real thing and act as some kind of sports area) and 3 stories. The new BFR has 6 stories for cabins, 5 m wide (in order to be to scale, it would need to be 6 m). In contrast to the SpaceX design, in which 3 stories have the full diameter before the nose begins to shrink, here it's only 1, but still. Dividing each story into just 2 cabins instead of 12, like the windows would suggest, you would still have 12 cabins. Given a 2 m wide central corridor, it would give an area 8m² for the largest cabins on the bottom. That's a lot of private area for a Kerbal. The ISS has virtually 0. But I'm sure @damonvv will make a gorgeous IVA For me, 8 Kerbals is fine anyway.
  17. Sorry for bugging you, but: you decided to make the BFR a 5m rocket in order to be smaller than the Saturn V from another mod. The thing is: that Saturn V is too small - which is fine, since it is probably already overpowered, and it does what it should: bring Kerbals to the Mun or even to Duna. But its purpose was never to offer plenty of room. That's a whole different story for the BFR. As I said - adding 20% of diameter adds over 70% of volume... Realistically, I think the seats will be stowed away during the trip, since they're needed only during launch and landing. Since there's probably no way to do that in KSP, I think the best option is to build a bridge with maybe 2 seats, plus 1 or 2 seats for each crew cabin (similar to the lab I mentioned), and design the large area under the big window as a space basketball field or something like that Thanks @Nessus_, I'll give it a try.
  18. What about the stock lab (MPL-LG-2) for reference? It has 3 stories and only 2 seats, but I think could easily hold 24 or at least 16 - and that's for a 2.5m part.
  19. I always just put tanks inside the cargo bay, but yeah, that's a lot of wasted space. I doubt the BFR will initially bring 100 people. I think 10 to 20 is realistic for a first mission. But anyway, this BFR would need to be scaled up by 20% for realistic size (relative to Kerbals). That's 73% more volume... Does anyone know of an easy way to scale parts up? @Nessus_ maybe? I tried changing the scaling factor, but that keeps the attachment nodes in the same places. Plus, you would need to change it back after every update... TweakScale compatibility might be an option, but I don't know how that works yet. And somewhere I read that breaks IVA
  20. Nice Are these 12 individual parts or just a single one? Were you able to figure out why the internal hatch can't be used? I had an idea: the space BEHIND the hatch might be too small to fit a Kerbal. Maybe if the hatch is on the ceiling of the cargo bay (which then could go straight through and have 2 doors) it might work? Of course, that would mean to sacrifice the external hatch... Are there docking ports that double-act as a hatch?
  21. Hmm, is it a heavy craft? Cooked steering has some problems with that. You might try to tweak the PID parameters. In my Falcon 9 landing script I set the values to this: SET STEERINGMANAGER:MAXSTOPPINGTIME TO 8. SET STEERINGMANAGER:PITCHPID:KD TO 1. SET STEERINGMANAGER:YAWPID:KD TO 1. It kind of works, but is still pretty inefficient, so sometimes when it gets stuck to some arbitrary direction I briefly turn SAS on manually, and as soon as the vehicle starts moving, I turn it off again. Vehicle mass is about 20 tons.
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