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KSP2 Release Notes
Everything posted by Zorg
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I'm just using KSC extended. However it is a bootleg version, basically I modified a pre-release version to reposition the smaller pads back at KSC. The official release has LC5/6, LC17, LC19 etc away from KSC due to space limitiations in stock scale. I believe the current release has full support for JNSQ now and should have fixed the colour mismatch on the pads. I've just been too lazy to get that and do the re-positioning again. The old VAB showing up on the space center view is harmless, you dont actually end up launching from there. There is a fix for that in some setting, you can check the Kerbal Konstructs thread for that if it keeps happening.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Yeah I'd just reiterate, I think the real SABRE is like Blowfish said still planned for LH2 but I have no issues with reinterpreting the in game RAPIER. Just make it look pretty and I'm sure people with appreciate it -
[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
Not too sure about the shuttle one, I havent looked it up personally. The very first AJ10s like those used on the Able upper stage had a single ignition. It evolved over time getting more and more. iirc the AJ10 version used on the Ablestar was the first AJ10 to get restart capability. There are a few AJ10s in BDB (and even more now in the dev branch and they have different limits depending on what we found out during research). One of the first places I look for ignition data is in the RO engine configs. Usually the configs have comments pointing to original references that you can follow up on. https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul/Engine_Configs -
Oh and another thing, thanks to @Morphisor, BDB is getting custom contracts. The first batch has been merged into the github just now and feedback is appreciated on this issue. https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/829 The contracts are available if Contract Configurator is installed. CC is not being considered as a dependency but rather a recommended mod.
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[1.12.x] Engine Ignitor Re-ignited Release - NEW DEPENDENCY ADDED
Zorg replied to linuxgurugamer's topic in KSP1 Mod Releases
This appears to be a bug actually. I updated the configs for NFLV a little while earlier in a pull request but it seems that sometimes unlimited ignitions dont work properly. In the meantime might do a new PR when I have time to set them to 1000 ignitions like we've done for similar engines in BDB. -
More historical photo fakery lol. Anyway the Atlas SLV3B fairing is now up on Github. The fairing is an interesting one as pointed out earlier, the lower ribbed section does not split and sits on top of the fairing/adapter part that Cobalt made a couple of days ago. The second ribbed section splits together with the upper section. Since the SLV3B fairing ended up as the basis for the longer Atlas Centaur shroud, expect to see this reused for the revamped Centaur when it gets here. Once B9 switching of SAF fairings gets here, the split sections will be made available for the flat 1.875m base, the Delta 1.875m miniskirt and the drop tank agena support skirt.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Do you have restock installed as well? The patch does not apply if you have restock installed. The new Mainsail and Skipper engines are completely new parts with new part names, they dont directly apply to the old ones. Restock when it updates for 1.9 will replace those models with completey updated new restock models. When this happens the updated restock versions will get the new plumes. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Make sure your RealPlume-stock is up to date. You need RealPlume-Stock v3.1.0 which was released last week that has configs for the new engines. I've always viewed KSP LFO as a catch all for (very) broadly similar fuels ranging from kerolox to hypergolics. IRL to KSP fuel mass balancing generally works at least getting you to the right ballpark with that assumption. But more broadly speaking there isnt 100% consistency on matching plume to engine theoretical fuel types. My personal policy is to match the plume to the IRL inspiration for engines that are strongly inspired by real world engines. For instance the SSME (stock and restock) get hydrolox plumes which has always been the case. However the ReStock version of the Skipper gets an hydrolox plume as well as its inspired by the Mitsubishi LE7 and in game it functions as a sustainer. The Skipper also has optional LH2 configs via CryoEngines. The same actually applies to the restock Corgi (rl10 cluster), Rhino (Aerojet M1) etc. As an exception though when it came to the non-restock Mainsail, I ended up giving it a kerolox plume. Although it is clearly inspired by the Vulcain, it is functionally an F1 class booster engine and is used as such. The non restock Skipper also has kerolox plumes. To summarize I would say we dont need to get too prescriptive about this. Since this isnt realism overhaul (and real-fuels stockalike have their own configs), there is some room for discretion. I dont have very strong feelings about this as I'm not a spaceplane guy but I would suggest you go with whatever looks or feels right to you re Angle 1 or Angle 3. I would probably go with the methalox plumes for the closed cycle mode if forced to pick but I leave it entirely to you. Not a fan on using hypergolic plumes though. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
That's what its supposed to look like. Real hydrolox engines look very faint (apart from the Delta IV RS68) and up in vacuum they are actually invisible. I didnt go that far though but I am making all new hydrolox plumes quite faint in vacuum. There is no flare on this particular one since its not necessary, the restock engines have very nice separate internal emissives. (there is a nice white/blue glow if you look inside the engine bell while its running.) -
It should be noted that the top of the Ablestar is slightly smaller than 0.9375m so to maintain the silhouette its placed on a new ultra low profile fairing base sized specifically for the Ablestar (and TAID too I guess if you want to use it on that). I will make the same fairing available on the standard 0.9375m base with a little rescaling soon though.
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If we made it more powerful it could end up OP for the stock system and for rescaled systems as well (where most people play with antenna scaling). Your use case seems to be an edge case where you are playing upscaled with stock antenna powers. Courier and Telstar have sufficient power (1M) to set up a functional low orbit constellation to support 250k rated probes with no extra groundstations at eng101 tech level. Keep in mind the first sock relay HG5 (5M) doesnt unlock for another 2 tiers. The early relays could probably use tech upgrades though so they can keep up with tech progression. will look into that. I feel like people are hinting at something but I'm not sure what >_< Theres a little mod called Full Autostrut that can automatically set up Autostruts even as you build your craft without needing to manually remember to set it up. But honestly I only use it whenever Kerbal Joint Reinforcement is out of sync with a KSP release. I personally use KJR continued. I think KJR Next aims at playing nicer with robotics though but can't speak to that fork.
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Looks great! -
I started this as a learning exercise and originally intended to just make the Titan III-E fairing, things have escalated since Yes I now plan to cover each base in BDB with at least one SAF. Blowfish is working on B9 switiching of SAF as well so a few will get multiple fairings on one base Sure I can look into this, it only requires some config work to use existing fairing models.
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The landvermesser/Surveyor is from Coatl Aerospace so we can't really speak to its balance I havent done a full fledged surveyor mission with Coatl + BDB atlas centaur in a little while but I think 1500 m/s should be enough to land it if you time your suicide burns well and avoid too much gravity losses. There is a delta V diagram if you look inside the JNSQ folder. The chart says 1255 m/s to land from an intercept trajectory (375+880).
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Yes this is deliberate, since there are a lot of new experiments all returning quite a lot of science, there is a total science cap on many of them. This limits the total science that can be gathered (even when returned). This is done in the dmagic science module via totalScienceLevel and scienceValueRatio in the stock module.
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Juno II fairing is no up on the github dev branch. Its not 100% accurate in proportions since Juno II is slightly underscaled to fit 1.5m and the sergeants and Juno II payloads are sligthly overscaled. The fairing is sized to fit the Sergeant cluster and the largest of the probes (Explorer 11). This fairing is not adjustable, it has a fixed length with just a deployable cone. However, fret not! The same textures are used for a more generic use 0.9375m and 1.25m fairings but fully adjustable in length. (right and left)
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
These look pretty great! I never got around to updating the stock plumes with the new stuff, I took over realPlume-stock mainly with the goal of doing the plumes for ReStock actually. Im sure non restock users will appreciate these updates to the F1 and so on. About the Dart that looks pretty good, once you're done tweaking I can add it as an aerospike prefab into RealPlume core. About complexity its not so much the number of fx as the total number of particles being emitted. Generally the solid rocket plumes vastly outstrip everything else but otherwise look at the total emission of the plumes with shock diamonds. Keep in mind the actual engine config can bring the total emission down with the emissionMult parameter too. Once you feel they are close you can make a pull request and I can take a look and make any suggestions as well.