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KSP2 Release Notes
Everything posted by Zorg
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I mean a 2 seater might be useful in game (if you can squeeze it in!!) but I personally would just use the more authentic 1 seater
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- totm march 2020
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I don’t recall exactly, but liberal use of the translation gizmo was required on the towers, arms, clamps, pretty much everything. I can try to dig up the craft file in a short while. I never had issues at lift off with it. Do keep in mind that Alphamensae has said he will update the pad to match the SOCK shuttle in the future too
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Yes the plume (which is still early WIP) is based off of the, well I wouldn't say iconic since its such an obscure thing, but lets say distinctive image of a test firing. Why it looks the way it does raised my curiosity as well as it kind of implies that something is ablating. However, I havent been able to find anything about such issues in the available documentation. The base appears to have been made out of inconel not any sort of ablator. The turbo exhaust is pumped out through perforations in it but that wouldnt necessarily explain this. I suppose its not completely out of the question that it may have been colourised... but it doesnt look very translucent to me regardless. In any case the decision was made after discussion with Cobalt to stick with the picture as inspiration and make a plume with an ablative appearance for the J2T, call it artistic license.
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Those are custom RealPlumes . It only appears when RealPlume is installed but its built using dedicated FX provided by Jade rather than whats included in RealPlume by default. edit: The "stock" plumes will also use FX provided by Jade, they might look different on some engines and they wont expand like realplumes but they will look amazing too for those who dont use realplume.
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Zorg replied to sarbian's topic in KSP1 Mod Releases
Hi Sarbain, the NREs in the VAB are gone now but I am still able to reproduce the issue of some plumes disappearing after time warp that I outlined in the github. Do let me know if you need fresh logs with the new version or anything. Thanks -
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
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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.
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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
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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.
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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)
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This is an Ariane 4 appreciation post
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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.
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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!
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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