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nasaholic

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  1. Might be too late into the modeling/design phase; just wanted to add my 2 cents and point out that if the side "maintenance tunnels" (used for routing pipes, cables, etc.) were to be made into separate part, then, with the exception of cockpit, the cross section is pretty much a perfect circle all the way to the engine area. See attached blueprint. Potential for Lego-ability would be much increased. (Scott Crossfield gives an interesting insight in his book, Always Another Dawn: "North American engineers planned to use tunnels similar to the Bell design, however, during the evolution to the final shape of the X-15 airframe, wind tunnel testing found that “maintenance tunnels” along the top and bottom of the fuselage would destabilize the plane in yaw. North American engineers ran the tunnels along each side of the fuselage instead, and found in wind tunnel tests that the side tunnels not only cured the yaw instability but also increased lift & improved propulsion efficiency. [7, p.229] It was found that at high Mach numbers the side tunnels would provide almost half the aerodynamic lift.")
  2. Does the latest version work on 1.8 or is it strictly 1.10 thing. (Yeah, I'm a bit slow to get on the update wagon. Slowly dragged my feet from 1.7 to 1.8 not too long ago)
  3. Just wanted to add my two cents to this excellent patch. Using it as is, some of the mods (for example, BDB replicas) are still not able to reach orbit, etc. But increasing the overall numbers makes the stock parts way over-powered, so my solution was to add settings for each mod separately. Here is what I have for BDB, and Chrayol Design. Don't quote me on the numbers, as this can probably still be tweaked for more "realism" individual tastes // Bluedog Design Bureau @PART[bluedog*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[RealSolarSystem&!SSRSS]:FINAL { @MODULE[ModuleEngines*] { @maxThrust *= 1.5 @atmosphereCurve { @key[1, ] *= 1.285 @key,1[1, ] *= 1.285 @key,2[1, ] *= 1.285 } } } // PSLV @PART[CDO_*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[RealSolarSystem&!SSRSS]:FINAL { @MODULE[ModuleEngines*] { @maxThrust *= 1.5 @atmosphereCurve { @key[1, ] *= 1.13 @key,1[1, ] *= 1.13 @key,2[1, ] *= 1.13 } } }
  4. I had something similar happen on real scale RSS, after installing EVE+RSSVE. Deleting current save and starting a new game solved it.
  5. Good to know. Looking forward to all the additions
  6. Does this work in 1.8.1? Thinking about upgrading from 1.7.3 in the near future....
  7. MODULE { name = ModuleDeployableSolarPanel raycastTransformName = sunCatcher secondaryTransformName = sunCatcher pivotName = sunCatcher isBreakable = false retractable = false resourceName = ElectricCharge chargeRate = 0.35 panelType = CYLINDRICAL } After playing around a bit - this seems to do the trick. We are now slowly generating EC. Yay!
  8. I have a question about the S4 90F-K Solar Fuel Tank. Can the solar panels on it be used as... well... solar panels? It seems that no matter what kind of orbital dance I perform, they just wont generate a single bit of EC
  9. We have made an overpriced single-occupant Polar Kerbal Lauch Vehicle (images inside spoiler) Just remembered that IRSO does have a manned capsule under development, the Gaganyaan. Any future plans of including it here?
  10. Works like a charm in 1.7.3 if anyone is interested. Not sure if the solid motor plume is supposed to be offset like that though.
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