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DriftNasty

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Everything posted by DriftNasty

  1. Are these testable? I took a break from KSP for a while and noticed all the new work you've done. Impressive
  2. Does the tube side go into the part like on the stock radial attachment? Maybe that is where I was miffing it up.
  3. I've decommissioned my large MOL station (after 300 days in orbit), did the Apollo style Mun and Minmus landings, and now it's time for Skylab stuff. I guess some parts and mission planning is in the works. The Hokulani-RAP Radial Attachment Point, what is it used for, and how do I fix it so it has two nodes so it is usable? P.S. those Titan parts are nice looking. What is used for the LDC Titan engines?
  4. It was a test flight that ended up being mostly right (forgot the M.O.S. control block). It's fun to fly the Bluedog Titan parts, so I figured why not keep it and put it where it needs to be.
  5. Here are some shots of my M.O.S. 250km orbit, 89.5 degree inclination, I started with the first section, on the back of a Leo pod, from KSC at 0 inclination and around 250km. A mix of Bluedog and Coatl cameras for reconna...science. After I undocked and returned the Leo capsule I forgot to add a control a control block segment, so I had to fly one up on the center section, but I had to dock it twice to have it in the right position. It was a challenge. After that began the arduous resupply mission to change the inclination. I could get close to 11 degrees per Transtage burn, so 11 fuel resupply missions. Once the inclination was set, I flew up a second M.O.S. stack with antenna dishes for some SIGINT capability. Airlock at the end. Lastly I sent up the M.W.R. (Morale, Welfare, Recreation) stack with two M.O.S hab modules and a center filled with supplies. Airlock at the end. (Thanks to Jso for helping with some MM configs) 2 science labs are cranking out a whopping couple of science per day, I'll de-orbit once it's all used up. The M.O.S. rcs blocks don't work right, they seem off.
  6. I end up using Smart A.S.S to manage the pitch and roll program of the ascent. I tried a 45 degree launch and it just goes due east. I end up flying it by eyeball and correcting with mechjeb after it's close to orbit.
  7. Maybe my settings don't work, but my Ascent guidance refuses to launch into plane of target unless the plane is 0 degrees.
  8. I have been using the Castor 4 with the small decoupler on the Atlas. Can you make a Lateraltron similar to the Titan IIIC separation motors for the skirt, where the thrust is linear from the mounting for the small boosters? The way the decoupler is set on the staged fairing puts in low on the booster and sometimes the AOA is less than ideal and there have been some banging after separation.
  9. The Agena Docking Port bottom node is magenta/pink and not textured. My apologies if this is intentional.
  10. The Star-37 seems to be a bit fatter than the barrel of the Burner 2, after decoupling the spent motor it gets about 1/3rd of the way out and just lingers. It would be cool to discard it but it probably stayed put in real life. I forgot to add I used an Atlas-Vega with a double Vega tank as the launcher. For the Minmus trip, I used the Castor-4 boosters for some more d-v. I haven't unlocked the Centaur roll control so I staged the LR-101 to fire after booster skirt separation, a Kerbalesque approach to solving a problem. It is really well designed that everything fits and works so well while looking amazing.
  11. Awesome! I love the Burner 2 kit(MSPB-II) upper stage kit, I plugged in a Staara-37(Star-37) motor in the base. Then I tried to sneak in a decoupler to gain some extra d-v by discarding the Star-37, but it just wobbled in there like a loose tooth and I I couldn't shed the dead mass. It works great to power my Ranger probe with some Mercury parts(Heatshield and Parachute pack) to the Mun and back for re-entry and recovery. I even got one out to Minmus with it. I started using a 2.5 scaled system with the atmosphere out to 85k. It's like a whole new game!
  12. Those new models are exquisite. The Leo(Gemini) parachute RealChute compatibility config has the wrong name. It needs to be bluedog_Gemini_Parachute_A in the first line, for the Real Chute to work.
  13. I was giving an example of a very early RV to bolster the science aspect argument since it showed a diagram of the internals without any sort of physics package for destruction, but it also is a crude implement to solve a problem much like the first launch vehicles. In a historic sense that would be the first sort of science gathering on reentry. I wouldn't expect it to be fitted to a Titan, then again you don't have access to Titan parts in the beginning. I couldn't find a good picture of a MKIV test RV to use as an example, though it also would have been a good one to start with. The MK-6 would be the best choice for obvious reasons, I think you and I share most of the same opinions on the matter, it isn't a combat game, though the MIRV concept would be for dispersing a gang of small satellites or other probes, not anything weapons related. I do like the requirement to recover the RV for science after it has landed, of course it has to survive reentry and smashing into Kerbin without exploding for that to be a viable way of gathering suborbital science. https://www.researchgate.net/publication/265228332_Modeling_of_ablation_phenomena_in_space_applications as a source for the MK-2 RV. Very early in the first chapter the paper discusses the problem and using a blunt body to solve it, to discover that it isn't the best for the designed (nuclear weapon reentry) application. I see it as a different path for science gathering that is a challenge, to add a bit of depth to the first parts of the parts pack since the Explorer and Vanguard probes will not survive a reentry.
  14. I, for one, like the idea of an early manned space station, it slows down the gameplay to avoid the rush to the Mun and Minmus to unlock the whole tech tree. It's fun to use the early launchers to assemble things in orbit and send out probes in addition to the manned exploration of the natural satellites. I agree on the science aspect of your goals and not the military aspect because there isn't a real reason for anything other than science and completing contracts. As far as your distaste for warheads, I can see why you wouldn't need or want them in KSP. There is a use for a ballistic approach to science gathering on the surface of Kerbin for those early science contracts. If you are interested you could modify the "warhead" into a ballistic re-entry test probe to perform basic science and re-entry testing in the atmosphere/LKO/surface biomes. I don't know how complex it is to do all of that but it could be a good analogue to go with the early launchers for design and test to recreate the early space program from infancy to manned flight. In real life they used test dummy payloads that were filled with ballast to perfect the systems and control for the actual re-entry vehicles and to perfect the telemetry and control of the launch vehicles. I have some ideas for what could work if you wanted to explore that facet of the early launch vehicles and the way it morphed into manned exploration, if not I understand, you have a large workload planned. I am not using a rescaled system but I do modify the thrust and fuel loads to better approximate the flights. How would I go about rescaling the system to match better? It might be worth it to start a new save using the rescaled system. I'm not that far in.
  15. Oh yeah, unlocking it in the save. I played around with the mod in sandbox first to check out all the parts. I was reading the development history of the mod because it is interesting and so I can learn the "why's?" to the process. I recently starting playing KSP with mods installed and I found this one looking for a real Redstone and Atlas launcher, you all knocked those out of the park. The Making History addon added Titan and Saturn launchers but left out the Redstone/Atlas. Your groups' collective parts pack does those better (Saturn/Titan) in my mind while adding the historic "other" launchers. As far as tech tree stuff, I have Saturn 1 stuff unlocked so far and various tech levels around that point. Basically enough to get to the Mun, Minmus, and send a few probes out to Eve and Duna. The 1.875 station parts are useful, even though they were half baked real life ideas due to unmanned technology for spying making them obsolete. It's fun to explore the "what if" side of history as well. It definitely makes it easier to play the game with only parts from this mod for an authentic space race feel while gaining science points to unlock the tree. The 'warhead' is useful because of the science on it, though it doesn't survive reentry without some additions (I added the Hermes RCS pod parachute system, the small heat shield, and the trapezoidal Thor fins clipped in to keep it from flipping. I think it works with the theme you have of early launchers due to the fact that the majority of them were designed as weapon systems first. For me, it added a gameplay role playing way of testing the early rocket designs and gaining science without it seeming like a waste of funds. If it is possible to keep it in for the next update but make it recoverable after re-entry that would be a bonus. I like the Peacekeeper addition, are there any plans for Minuteman, or a 'MIRV' bus for science boosting that can launch 3 or more small experiments/probes on the solid launch vehicles?
  16. This is a splendid mod, I really like the space race launchers and pods. All the work that this team has put in is incredible, having the chance to see the hardware up close and in person as a kid and after a career in aviation, seeing it work in the game brings joy to my inner child. The Redstone, Atlas, and Titan launch vehicles are absolutely killer. I am looking forward to the Saturn for sure. Is there a guide for the Gemini and MOL parts, the cislunar Gemini, and the Gemini lander? I've read about a quarter of this thread so far(at the development and release of the Saturn/Apollo stuff) so forgive me if I am asking a dumb question. The Titan "warhead" does not survive a ballistic style flight re-entry. Is this by design? I started a new career just for this mod and I have only made it to the Gemini Era, will the new update break my save?
  17. Ok, I figured out I had to install Community Category Kit. Now the parts are there.
  18. Hello RoverDude, I installed this for 1.6.1 and everything shows up except the Akita rover parts.
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