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Zorg

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Everything posted by Zorg

  1. Love the bootleg Tysklon 3 Beale In the meantime I got round to flying the N1 for the first time in a long while and for the first time in a scaled system. Even on a 2.5x scale system (actually I'm playing 2.6 resize with 2.5x scale) the first 3 stages have a considerable excess of delta V. I under-fueled them to get the right profile but I dont think its a huge issue Referring back to the conversation we had about N1 balance the only real problem is the anemic Blok G departure stage. Using stage 3 together with blok G can work but I wanted to follow the profile reasonably close so I used a larger procedural tank and MM patched the engine to 350s ISP like the real thing. On Iota I used the blok D for insertion and then landed entirely on the landers own power. I later did a rescue mission at Ceti (using a small probe on the lander) which is only slightly smaller than the Mun and the mission worked out fine even at 2.6x scale by using the Blok D for deorbit and most of the way to the surface as some sources suggest. Not to mention a plane change during insertion and another plane adjustment for the landing, it wasnt a very clean mission but the blok D performed. So really even on a scaled system its Blok G only that seems to need a buff, although as mentioned if you're willing to start the departure using stage 3, the entire craft does have more than enough Dv for 2.5ish scaled system Full album https://imgur.com/gallery/sal9amM
  2. Hey Drakenex, just wanted to give a shout out and say how much I've been enjoying your recolours! Its fantastic to have the extra variants for alternative builds on top of Beale's already excellent work. Molniya launcher Some Salyut/TKS shenanigans.
  3. KSC extended doesn't need any special consideration for scaled system per se if the location of the KSC itself is unchanged. It therefore works perfectly fine with stock system rescaled. (I think its the only such mod at present that works like this) I have gotten it to work with Galileos planet pack, (which moves the KSC to a higher latitude) by doing the following 1. Open each cfg inside KSCExtended/Statics and change the line Group = KSC_Builtin to something unique like Group = KSC_Extended.This step may not be necessary for some installs but I needed to change it since KSC_Builtin was being used by KSC++ statics included with GPP 2. Create a new cfg and target the group defined above with a config such as this. You can grab the correct coordinates by looking up the location of existing statics created by KK (if they already exist such as with GPP). Alternatively you can launch from your KSC, place a new static and find its location inside the KerbalKostructs/Newinstances folder. You dont need to worry too much about the values here. You will adjust in step 3. 3. When you load up your game after this KSC extended should be in the vicinity. You can then open up the KK menu with Ctr+K and then use the group editor to rotate, raise/lower and move it into the proper position. 4. You can also do a search and replace for the grass colour values in the cfgs after using the KK static editor menu to match grass colour for one static. 5. Bonus, you can in fact create a duplicate of the KSC extended folder, change the group values to another name and have a second KSC extened base elsewhere. I therefore have KSC extended at both the equatorial launch site and the main space centre (8 degrees north) on Gael. The below pics are from GPP rescaled to 2.6x You have to put a bit of effort in, and its all very unofficial but it works with no issues for me. Def not Kerbin
  4. This is Galielos planet pack. I rescaled Gael (and the rest of the system) using Sigma Dimensions and Galielos Rescale! configs. I used the 2.5x scale config but I modified it to scale the body sizes to 2.6x (while keeping distanced at 2.5x).
  5. Playing career mode, had a contract to build a station and then another to expand it. ended up spending triple the rewards but it was worth it :p Features recolours by "Tantares now in colours" linked in OP. Nice one Beale! Just downloaded new Soyuz
  6. Nice! Thanks for the vid. The background tower static fits in quite nicely in that case as a rollaway mobile tower.
  7. Hey Beale consider permission granted in perpetuity for any screens posted in your thread The launch site is Pad 46 from Tundra's space centre used together with one of the recent new additions to AlphaMensae's modular launch pads (dev branch). Actually I have since stopped using the big service tower and just stick now to the launch plate. This particular part is called the "american" launch stand but I used the green variant to make it look more Russian. The nice thing about it is the thin drop back service pole which really lends the Kosmos launch some authenticity. (actually not sure if the real thing was a fall back type but looks close enough though) source: https://www.yuzhnoye.com/en/company/history/kosmos_2.html
  8. UA1206 flying well in game and looking even better (yes Titan III with Centaur II ) Upgraded Titan IIIE here with 1206 instead of 1205.
  9. Totally hyped for new Soyuz but in the meantime... This is a real nice new addition to the Tantares family Beale!
  10. Its been a while since I built a Mir so I thought I would revisit it and check out Beale's revamped FGB bits. Docking Kvant-1 to the core First crew arrives. Had to send an engineer with KIS tools to re-position the masts which I got backwards (the long mast IRL had a thruster at the end but the magnetometers from DMagic and Probes plus are a good visual stand in). I think the long mast (sofora) ended up too long as well, might send up a replacement later, reduce the tweakscale from 200% to 150% or so... Arrival of the Kvant-2 module And then Kristall. The real thing was initially placed opposite Kvant 2 before being moved but I am going for the final configuration. Just for the screenshots perhaps I will follow the IRL procedure for the next module which is to dock to the inline port first before moving to a radial position. I might also send up a shorter replacement solar panel for Kristall to represent its partially folded state
  11. Titan fans may be interested to know that the latest version of Tundra's space centre has made the built in tower statics on LC-19 toggleable so that it can be turned off (they're on by default) for compatibility with modular launch pads. Now you can have a fully animated GLV launch!
  12. The current release was beta tested mostly on 1.6.1 (more so than 1.7!) it will be fine.
  13. Amazing update Damon! Flabbergasted by those new plumes. Although I guess the release date was determined by 1.7 more than anything it's very aprops to see this drop soon on the heels of that epic Falcon Heavy launch.
  14. Fantastic shuttle Benjee! I am quite looking forward to this. It will be fantastic to have a proportionate shuttle balanced for 2.5x with LH2 (using the reDirect stack of course).
  15. Nice! I had a very quick look before heading out for work. It might not be an exact historical part but I for one plan to use it with some fictional/alt history rockets. Its a really good looking part.
  16. @AlphaMensae wait what did I get wrong? I'm not much of a connoisseur of launchpads, never had much interest in them until I came across your mod, which has only just recently gotten me started on reading up/looking up pictures I actually discovered the drop hose parts after I took those screens, going to modify the pad for the next launch.
  17. Looks amazing @Nertea! The proposed changes to the line up looks very intruiging too.
  18. Yes I'm well aware. I am just letting Poodmund know that his compatibility update on github (which is supposed to have fixed the issues with Scatterer 0.5+) doesnt seem to have worked in its current state.
  19. Hi @Poodmund didn't say anything earlier since I assumed the commits were still in testing but can confirm the black clouds are there on a clean install of KSP 1.6.1 with Kopernicus GPP Github master w/ Hi Res clouds installed GPP textures 4.2.1 EVE 1.4.2-2 Scatterer 0.540
  20. @Well I just tested out the Ariane5/Hermes on 2.5x again. Without my personal Lh2 patch it worked just fine without wings, just have to be a little bit more gentle and start the gravity turn a little bit later but you can use a pretty normal flight path and you dont have to do anything silly. I managed to get it into orbit with my Lh2 patch as well but the trajectory is way too vertical as the TWR goes up to 5:1 due to the low weight of the Lh2, I probably need to rebalance the SRB thrust to work together with the LH2 Vulcain engine but this is all "warranty void" stuff . Anyone flying the craft normally without messing with it shouldnt have issues at 2.5x scale.
  21. You know what I also patched the Vulcain engine to run LH2O and reduced the thrust to 720Kn, that could also have something to do with it (could be lower control authority or something). I am doing a bit of unrelated testing on a 2.5x install though, would be no trouble to see how the unmodified craft on LFO runs without wings etc. I'll let you know.
  22. Oh I've only launched it (successfully) once so far. I tried a fairly normal gravity turn only slightly less aggressive than I normally do and I had some instability. I will see if a lofted trajectory like you suggest works for me in 2.5x scale.
  23. The wings aren't ideal (though they somewhat evoke some of the Titan concept artwork for the X20) but for me personally I dislike excessively bulbous fairings even more. Plus I wouldn't put a crewed spaceplane inside a fairing for the reason you mentioned above.
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