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Zorg

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Everything posted by Zorg

  1. Trying out the Diamant. Bit of challenge in JNSQ 2.7x scale as it requires just a bit more Dv than a normal 2.5x game. But after a couple of launch failures Diamant B managed to get a small payload into orbit . With the lighter variants of these launchers, a good ascent profile is essential and an apogee kick motor such as the BDB star 10 I'm using doesn't hurt either. Not the nicest probe part combination but I was really trimming weight and it worked. Diamant PB4 gets a chance as well The extremely high TWR on the second stage makes for an interesting ascent profile
  2. Looks like its an issue with the latest version of Smokescreen, can roll back to v2.8.0 for now which seems to fix it. ps. I've opened an issue on the smokescreen github so the devs are aware.
  3. True, I tried to make my config work in both roles, a sea level sustainer, as well as a super heavy second stage engine. Most likely dedicated sea level variants would have had a smaller engine bell and lower ISP. But I wasnt looking to configure multiple variants at the time. But I've only flown craft using this 2 or 3 times so I havent made any tweaks since the initial set up. Ah I found the pictures, I used it previously in a direct ascent Gemini lander mission in a 2.5x GPP career. Air started M1 on a cryogenic LDC core. Theres an Atlas II vernier hidden somewhere for roll control.
  4. It was considered for both roles from what I've read. Initially proposed as a J2 like 2nd stage sustainer for really big second stages (well more like a cluster of J2s) and also some sea level proposals were kicked about. I'm honestly not too well versed on this. I should go do some reading
  5. I don't know if CobaltWolf will make an M1, but in the meantime the Restock Rhino is IMO a very nice M1 model. I wrote a MM patch to convert it to run on hydrolox. You could also modify the patch to make it a +PART copy instead of an @PART modification. The M1 had a 4.28m diameter which translates to 2.625m rounded to 2.5m in KSP terms. The Rhino has a 3.75m mount but the engine bell seems to be slightly smaller than 2.5m. Still the scaling is good enough for me not bother to rescale it. I havent flown enough of these M1 based rockets to be 100% certain about the balance. The mass could potentially be reduced. IIRC, I think I used 33% of real world thrust instead of the the more typical 25% for lifter engines due to the bigger SL vs Vac ISP difference for LH2 engines. edit: no I used 1/4 thrust because 33% was too much
  6. Yeah that was a typo, I was pressing Alt+3. But under the conditions I mentioned the GUI doesnt come up. I am able to bring up the GUI and design a custom profile when starting with a blank one, but not after importing the one I attached.
  7. Think big Pappystein, Why scale down at all ? I'm actually playing a career game with BARIS, a part failure mod where flight heritage of parts matter (plus you have the investment you made into improving the reliability of parts). So I've been incentivised to take Titan I as far as it'll go before "developing" Titan II. its also the reason why I am investing into the full size service module and am using an LES, which looks nice on Gemini (have to tweakscale the Mercury one up a hair for a perfect fit)
  8. This is an Ariane 4 appreciation post
  9. Hi @The White Guardian unfortunately I still havent been able to get custom profiles working with v6.1 . I'll try to do some more troubleshooting tomorrow with trying to disable certain nodes and see, but could it be that the exported profiles have some error with certain effects or parameters I am enabling? Everything previews fine during the initial set up with the blank profile though. For instance with this cfg file (and no others) the KS3P menu GUI does not come up at all for me when I press alt+f3 alt+3 and no effects are visible. The contents of the custom profile in this cfg were exported directly from game.
  10. No worries, teething problems are always to be expected As mentioned earlier all the work you've already done to this point on KS3P has enhanced my game and enjoyment considerably so thank you for that. Will check out the new build immediately!
  11. So I'm thinking one of two possibilities. The way fuel switcher mods work is that they look at the basic resources defined in the part CFG and use it to calculate an assumed tank volume and then add new switchable resources based on that. 1) IFS might not play nice with parts that have both LH2 and Ox defined in the part CFG. This used to be the case with CryoTanks. If this is the cause it would need to be fixed on the IFS side. I'm just speculating 2) There could be a conflict between cryoTanks and IFS. They both do the same thing. However the CryoTanks patch is designed NOT to run if an IFS module is present on the part. So I think 1 is more likely. However could be the order of Module Manager operations is messing things up. My suggestion is that if you dont really need IFS as a dependency for something else you should remove IFS and just stick with CryoTanks. I dont know what fuel options IFS provides but CryoTanks will give you the following options: Tanks defined with LFO (stock and most modded tanks etc): LF+Ox, LF, OX, LH2+ox, LH2 Tanks defined with only Lh2 (eg CryoTanks own ZBO gold foil tank parts): LH2, LH2+ox, Ox Tanks defined with both LH2+Ox (eg: reDirect): LH2, LH2+ox, Ox
  12. Ah thats too bad. Could well be a conflict there. There used to be an issue with CryoTanks but I helped write a patch that resolved that so I was wondering if something new cropped up. Unfortunately I dont use IFS so can't help out sorry.
  13. Any chance your Squad folder is mangled somehow? If you're not using realplume all those engines you mentioned currently reference a stock effect called LES_Thruster located at GameData/Squad/FX/LES_Thruster if this is somehow missing then the vernier won't show up. I know you said a clean install earlier but not sure if you meant a clean install of BDB or of KSP itself. I would suggest seeing if the file is there and if not doing a clean install of KSP.
  14. @The White Guardian first all thank you to both yourself an Jrodriguez for the fantastic work in making this update. KS3P is a must have for me and now having the GUI is a real game changer. I had a profile I like before but looking forward to having the ability to easily create multiple profile for different use cases without the tedium. Unfortunately at the moment I am unable to actually use the profiles I've created. I can boot up the game just fine with the default profile and create one of my own and export. However once I try to bring in the created profile, it doesn't appear in the profile selector or editor and neither does the original default. Therefore not only can you not select a profile you cannot now try to create one either. The console shows a ton of NREs when I press the select profile for scene or click the edit profile button. I tried 3 different ways of bringing in the profile 1. rename the exported .txt to .cfg 2. rename the exported .txt to .cfg and add change the first line to @KS3P 3. keep the exported file as .txt and replace the profile node of the defalt-config.cfg with the contents of the exported one. As an aside the Ambient Occlusion node remains completely empty when exporting (not even enabled = false) despite being configured during export. Perhaps these issues are being fixed by the aforementioned code errors but I thought I'd make the report anyway in case its unrelated. Additional details and link to log in spoiler. I hope this has been helpful and that a solution can be found. I've had a taste of the future and I cant go back
  15. Thanks! I used the new Titan I structural adapter in the short version as the boat tail. I forgot to add vernier for this particular launch. You can see them in the other pictures. I improvised on this flight though Activated the LR91 verniers using the part action window, It used less than 5% of second stage fuel before MECO.
  16. You should have a read through the manual because a) its very helpful and has descriptions of the intended docking procedure b) it looks awesome and is made in the style of an old scanned Nasa document Anyway this behavior is by design and you are meant to control from the cockpit. However if you really want to control from the upwards facing docking port, you can right click the nose and the tail section, click the actuation toggle buttons (I think there are 3 or 4 on each) and activate the disabled directions you desire. I dont remember which ones you need exactly but you can experiment by firing in different directions until you see it respond. Once you know which ones you can set them up to toggle in action groups later. Keep in mind that unlike the tail section, the shuttle nose doesnt have downward firing thrusters (forward when control from docking port). But the SAS can usually balance this out if you press caps lock for fine control mode. Good luck!
  17. Previously Titan I used to be something I ignored after launching the "warhead" type probe once or twice. But this new Titan I is something else altogether! Titan I is being developed into an entire family. The LR87 AJ3 isnt in game yet, luckily we already have the E1, developed as a backup for Titan. Algols being used to create heavy versions Star of the show in Titan 1 is the Lr91 AJ3 though I think Finally its muscling in on Atlas turf... for orbital launches of Mercury
  18. Congratulations on the release! Had so much fun messing around with the beta and this shuttle flies as amazing as it looks!
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