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Zorg

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Everything posted by Zorg

  1. The engine bell on the Nk43 model in RealEnginesPack was just too big. It in fact clipped into the 33s. (I have a few from realengines reconfigured and rescaled for "stock" as opposed to RO) No wobble but I use KJR Next. Main problem was the complete lack of gimbal on the NK33s. I guess its the old model rather than the Nk33-1 or AJ26. Especially since I play with mandatory RCS which nerfs reaction wheels, control was challenging but the Atlas verniers just about managed it. I might switch to a rescaled ReStock Mainsail for next time (also NK33 but with gimbal).
  2. PVG is based off of realworld guidance algorithms and is optmised for RSS. Even at 2.5x/2.7x it often ends up pointing radially down around15 degrees with most rockets if the upper stage TWR isnt very very low. Perhaps turning off OmitCoast so that it doesnt try a single burn to orbit might help? Maybe cutting down the thrust on the main engines in the VAB such that you have no more than 1:1 TWR at booster sep might be another option. At least that way your twr is going to be a bit lower at the end of the ascent which would help I think.
  3. If only SOMEONE would make the clamps as an independent part, perhaps in multiple sizes so that it can be done properly
  4. Oh I forgot to answer your earlier question. The abort mode on the UA1205 doesnt actually terminate the thrust (the abort is basically another engine mode and it currently has the same thrust value), I was too busy taking screenshots the first time around to notice I have let CobaltWolf know since testing again later though. Correction, I think I messed up during the subsequent test. I tried again just now and the g loading drops off significantly. the thrust figure remaines the same on the read outs but its split between the bottom and top and effective thrust is indeed greatly reduced.
  5. Someone mention me? I tend to favour the Neptune more nowadays, also in LOX augmented if using with BDB saturn, or LH2 only if CryoTanks Constellation stuff. I use a procedural interstage or decoupler shroud to get a longer interstage or even stack two BDB ones together (SII-SIVB adapter+ SIVB straight adapter)
  6. The LH2 only (as well as monoprop for regular tanks) was added a few months ago to the dev branch.
  7. IF the default coordinates of the space centre is different in RSS (I guess it is) I wouldnt expect it to work out of the box. Galileos planet pack has the same issue. You could try doing something similar to what I did in my post back when I used to play GPP (rescaled too).
  8. Unmanned test of a crewed Titan IIIE to trial out the new UA1205 abort mode with the objective of man rating the launcher. Alternate method where capsule is jettisoned with the terminated SRBs still attached to the stack
  9. There is a wet workshop skylab part in game already! You should find two skylab workshops, the regular one, and the wet workshop. The wet workshop functionality is provided by the BDB plugin I believe. If you look closely you can see the bell of a J2 engine at the back of this lunar skylab.
  10. Couple more images dug out from the BDB historical archives Titan I Sm68 (with procedural fairing instead of warhead) Titan II SM68B
  11. Launching a Hughes barrel sat with deploying solar skirt. (Yes Titan 3C is not the right LV for a commercial sat but there were roleplay reasons in my current save) Thanks to breaking ground robotics and a touch of tweakscale.
  12. There is no need to do this. The updated engines are all new parts with new names. The old configs in the "realplume stock configs" mod do not apply to the new engines. The new configs for the new engines are inside of the CryoEngines folder itself.
  13. If you want the new custom realplumes meant for BDB, install RealPlume and Smokescreen as per usual and then install the dev branch of BDB from github. Keeping in mind that the dev branch contains work in progress stuff. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/Development
  14. Can a Helios be put into low solar orbit (below 3,000 Mm) in JNSQ 2.7x scale on a Titan III-E? Yes
  15. @coyotesfrontier you could try this Making sure to put the relevant values for the bits in bold. I think in this case you want to edit the offset value but you could do it using %localPosition too. I've not tested it and not 100% it works like this given some changes I dont quite follow in the realPlume configs but I think it should work. Worth a try.
  16. Go to Gamedata/RealPlume/000_Generic_Plumes and find the .cfg with the same name as the plume you are trying to edit. Inside you will find the different effects, each will be under a MODEL_MULTI_SHURIKEN_PERSIST node. You can find the parameters that are applicable inside this. See the spoiler In the case of the hydrolox lower plume , the shock cone positioning and scaling are all controlled by the flare position and flare scaling. there is also a separate flare effect so the two are meant to move together. If you have a need for a custom plume where you need to edit the shock cone seperately, you could create a duplicate cfg , change the plume name (eg everywhere where is says hydrolox-lower to something else) and give the shock cone its own parameters. I suggest making your own custom one because if you edit this file it would mess up other engines using the same plume. If you dont want to do all that you need to work within the limitations of having shock cone and flare linked. I think thats how it is for all the realplume prefabs but I didnt check them all. EDIT: Actually come to think of it, it could be done by Module Manager patch that runs after the engine has been configured, I have to go right now but will drop by in a bit with a suggestion.
  17. You could also try something like Nebula decals which adds decals as scaleable parts in game. You can easily add custom decals in the form of PNGs. Given that Cobalt has said the realistic ones in Extras are based on old textures it may be a better option.
  18. Congratulations on the v2 release @AlphaMensae! Modular Launch Pads adds the cool factor to my game like nothing else. You've done an amazing job on version 2.
  19. Go to settings>compatible_KSP_versions and choose both 1.7 and 1.6. You can now install realplume together with realplume stock. If you want to install realplume manually just download from the big download link in the first post of this thread. You will find both realplume and smokescreen bundled inside. Both have been updated since so you can grab the new versions if you wish separately. There's no editing required but if you're using reStock it may be better to install manually from this github repository as the fixes to make realplume stock compatible with reStock havent been merged yet. https://github.com/Vladimir-csp/RealPlume-StockConfigs
  20. This should be solved, if you install the latest version (v11.2.0) of RealPlume core: https://github.com/KSP-RO/RealPlume/releases The new cryoengines realplumes are custom ones I made just for this mod (using the new FX Nertea made for stock plumes) but it uses some syntax from the new version of RealPlume. Unfortunately RealPlume stock configs hasnt updated its bundled version of the core realplume (although CKAN installs will grab the updated one). I will be submitting a backwards compatibility fix but just grabbing the new release from the link above will actually fix the problem.
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