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CDSlice

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Posts posted by CDSlice

  1. 8 minutes ago, biohazard15 said:

    Okay, so... Saturn IB and KSRSS-Reborn.

    For those of you who doesn't know it yet, KSRSS is getting a major update. Some texture refreshment and compatibility for latest Scatterer, but most importantly, "JNSQ-fication" - which means the system now is at JNSQ size (1\4 of RSS) instead of 2.5x. Which means stuff is slightly larger now (Earth radius is 1597 km instead of 1500, for example). This means that some launches from some launch sites can actually be harder than in JNSQ.

    Which brings up a question: how well BDB Saturn IB would handle that?

    Turns out, not too well.

    The only way I was able to achieve 100km-28 deg-circular LEO from CCAFS with Skylab 4 craft file without using Apollo engine was to strip it down as much as I can. ASTP profile for SM, no Snacks in CM, no monoprop in S-IVB base, 50% monoprop in APS.

    I was in "Saturn-IB should be a pain" camp... until now. This thing could really benefit from a minor buff to its 1st stage.

    (Also, I'm pretty much sure that Skylab 4 was supposed to dock with Skylab, not bump it...)

    Although the Saturn-1B could probably use a small buff I'm not surprised that you are having trouble with Snacks installed.  That will increase the weight of crewed vehicles above what is historically accurate which when you are using a rocket with such low margins as the Saturn-1B can really screw you over.

  2. 19 hours ago, CobaltWolf said:

    This is the first I'm hearing of it. Kerbalism, that makes sense that there might be an issue there. But what issue would it have for JNSQ? I believe the system basically ignores external factors like orientation or distance from the sun.

    I’ve used SystemHeat (via the FarFuture parts) in JNSQ for a while now and never had any problems with them. FarFuture itself had some issues with not being able to gather resources in space because their weren’t any resource configs but the heating system worked perfectly. 

  3. After the success of Skylab, KASA decided to follow up with an even bigger station built using the same technology but designed to be expandable down the road. Introducing Skylab II

     screenshot332.png?width=705&height=397

    The Skylab II core module is very similar to the original Skylab although with some obvious differences. A habitation and lab module created using the SII stage has been added to the rear adding a massive amount of space. This required bigger life support systems that require more power and cooling so double solar panels and dedicated radiator panels were installed. The original crew docking tube was expanded to fit a 1.875m port to allow for station expansion. Finally the Kane Telescope mount was repurposed for docking the power module. This was originally planned to launch preinstalled on the station but the size and weight of the power tower meant that it had be redesigned as a separate module that would launch later.

    Launch pics in spoilers

    Spoiler

    screenshot322.png?width=705&height=397

    Two SRBs designed from the Prometheus program were needed in order to give the massive Sarnus V rocket enough thrust to get off the launchpad with enough fuel to take the core of Skylap II into orbit

    screenshot325.png?width=705&height=397

    Immediately after the launch of the Skylab II core, the Expansion and Docking Module was launched. As crewed vessels like the Kane can not dock with the station until this module was installed this mission and docking is entirely on autopilot using a Sarnus IC, KASA's main launch vehicle used for all but the heaviest or lightest of payloads.

    Spoiler

    screenshot333.png?width=705&height=397

    screenshot345.png?width=705&height=397

    screenshot353.png?width=705&height=397

    screenshot354.png?width=705&height=397

    screenshot361.png?width=705&height=397

    After a successful docking, the station was ready for both crew and future expansion modules that would connect using the 1.875m docking ports first developed for the MOL program.

    Using a next generation Kane capsule, 5 kerbonauts embarked to the station in order to finish setting up the interior labs and living space. 

    Spoiler

    screenshot362.png?width=705&height=397

    screenshot369.png?width=705&height=397

    Unfortunately for the crew, they were unable to release the orbital module from the Sarnus. This led them to burn to orbit without the module as mission control debated what to do. They decided that although the Kane capsule would be cramped they should be able to reach the station safely and as such the mission proceeded.

     

    (the real problem was that I was unable to get MechJeb to dock with the module as it thought the docking port was inside the petals hitbox which freaked it out and it just started burning monoprop. Since I didn't have time to try and dock manually and finish getting into orbit I decided to leave the module behind)

    screenshot371.png?width=705&height=397

    The latest module launched to the station is a large power tower. With massive solar panels and batteries it will be able to provide ample power to both the core station and any expansion modules added down the road. Although a nuclear power module was considered it ultimately lost out since it would be far more expensive and require lengthy testing before it could be used on a crewed station.

    Spoiler

    screenshot387.png?width=705&height=397

    screenshot388.png?width=705&height=397

    screenshot399.png?width=705&height=397

    screenshot405.png?width=705&height=397

    screenshot416.png

    With the power tower installed, Skylab II is fully operational. Additional crew will be launched on Kane capsules although the station also has the capability to dock with true next generation spacecraft using the new international docking port standard.

  4. 1 minute ago, GoldForest said:

    Oh, @CobaltWolf Been meaning to make a suggestion. Could you add a hidden node inside the apollo command models and make it to where the abort system latches on to that instead of the docking port? During launch, the tower likes to wobble during time warp and can affect the trajectory of the rocket. Not really anything big and not needed, but just thought I'd throw the suggestion out there. Would make the tower a lot more stable during launch. 

    It also likes to wobble sometimes during normal speed launches, a little. 

    Can’t you just autostrut it? That’s what I do and it seems to work fine. 

  5. 4 hours ago, sbiancio said:

    ok i checked and everything seems fine, orbital  velocity should be around 3300m/s, atmosphere ends at 80.... the only thing is that i dont know maybe its a feeling but feels different than i was playing before with sigma dimensions.

    Like im using BDB and with this one i can reach orbit easily with the first available 2 stage rocket in career, while i remember i struggled a bit on sigma dimensions and supposedly they are the same size... unless i was mistaken and the Sigma mod was way bigger than 2.5 without me realising it hahaha

    It’s probably because you are using BDB, the vast majority of the rockets in that mod are designed to be able to get to orbit in 2.5x scale (because the real world rockets could). It also sticks lots of parts early in the tech tree along with lots of experiments so you can easily get Thor or Delta parts pretty quickly and get to orbit. 

  6. These are some beautiful crafts and pictures! I do have a question though. Why is the fly back booster manned? It doesn't seem to have any upsides since the crew wouldn't be going to orbit while keeping the downsides of needing crew to launch a cargo mission along with the risk of having your crew die if something goes wrong. Did NASA not think they could have autonomous landing technology ready at that point in time?

  7. 20 hours ago, TaintedLion said:

    Really? They've been working fine for me, the problem you're encountering only occurs a couple times for me.

    It could just be a problem with my installation, I’ve already had to reinstall MechJeb once because it was being glitchy. I’ve just never run into this specific problem before so I figured it might be worth reporting to see if anyone else has had it. 

    20 hours ago, Jcking said:

    It was a vehicle depicted in an in universe ETS proposal

    fetch.php?cache=&media=timelines:acv.png

    So that’s where that one capsule in Near Future comes from, I always wondered what it was supposed to be based off of. Did ETS base theirs off of a real world proposal or is it completely fictional?

  8. I’m not 100% sure if this is a BDB problem or a MechJeb problem but for some reason the new Apollo parts do not play well with MechJeb’s auto docking feature at all. For some reason MechJeb calculates a bounding box for the CSM that is massively too big which makes MechJeb never finish the “back away to a safe distance” phase and start docking. It’s not too big of a problem since I can just manually dock but I like being lazy and delegating that job to the computer. 

  9. So I decided to try out the Skylab parts and they are absolutely gorgeous, A+ to everyone involved with them. I do have a balance question though. When I launched it on a Saturn V with just the S-IC and S-II stages like the unofficial wiki said and even with only four F-1 engines and draining some of the fuel of the S-II stage I still ended up with way too much dV (about 900 m/s or so) after reaching a 150km circular orbit in JNSQ along with a very high TWR of almost 2 at launch. To be honest I don’t know that much about Skylab so maybe this is historically accurate but it felt like I was using a way too powerful rocket for the payload. Is this feeling correct or did I mess up somewhere?

  10. On 1/19/2022 at 1:17 PM, CobaltWolf said:

    I'm never sure whether players find the B9 variants useful, or confusing for hiding parts.

    Personally I love it, there are already so many parts in this mod that it is hard to scroll through and find the ones I want. Having the similar engines and other parts combined into one that you can select variants of helps with finding parts.

     

    In terms of missing parts I’d like to have, am I blind or is there not a 3.75m SAF fairing? There is a 3.5m one and a 4.125m one but I can’t find one for 3.75m. I wanted one for when I was messing around with the Saturn parts and tried to make a rocket with a 4.125m power stage and a 3.75m upper stage. 
     

    I also would really appreciate having a 2.5m option on the 4.125m to smaller adapter. There is the petal adapter but it is rather tall and doesn’t really fit that well if you aren’t putting an Apollo up there. Also, having a shorter version of the adapter would be nice. 

  11. Reject Saturn C8, return to Agena supremacy

    screenshot52.png?width=886&height=498

    For real though, although the Saturn and Titan parts are cool and all I really love the smaller parts BDB adds like the Agena upper stages and the different probes. They are so much fun to kitbash with and make the early game much more interesting. You could release them by themselves in their own mod and it would easily be my number one part mod alongside Restock.

    12 minutes ago, pTrevTrevs said:

    If you’re gonna demand a crackpot fantasy setup, it should at least be a good suggestion. Speaking of, @CobaltWolf when are we getting lunar-capable reusable Mercury parts? 

    Was that actually a thing or are you just making something up? Because if it was a real proposal I'd love to see what in the world they came up with to get to the moon with Mercury.

  12. 1 hour ago, Wahgineer said:

    What's going on with the mod right now? I heard something about a Saturn family rework?

    At the moment the Saturn parts are being revamped with new models and textures. This also includes Skylab. There have also been some new probes by @Invaderchaos that will probably be released at the same time the Saturn revamp is.

  13. 20 minutes ago, Wahgineer said:

    If you want to make a Saturn C-8, just get SpaceY & SpaceY Expanded. They're older mods, but are fully compatible with 1.12 KSP.  SpaceY Expanded has 7.5m parts and adapters, which could allow you to fudge a C-8, though the differing art quality would clash with BDB.

    You could also use Near Future Launch Vehicles which includes 7.5m parts with art that better matches BDB. 

  14. 7 hours ago, Truebadour said:

    Hello, first of all thanks @Nerteafor this wonderful mod !

     

    I don't know if the question was already asked, but I couldn't find anything so here I go : I'm trying to design a big efficient ship that can haul very heavy payloads. The design is easy enough : some efficient engines, a ton of fuel...

    But the ISP is abysmal! How do you guys deal with the long burn times ? I've read that Persistent Thrust is busted with 1.12 these days... Don't get me wrong, I've been having a lot of fun, but I'd like to know if there is a workaround.

    You can use BetterTimeWarp to allow larger physical time warps although this increases lag and can make the Kraken very unhappy. I've never been able to get persistent thrust working properly even in older versions of KSP so this is what I have done.

  15. 2 hours ago, Rakete said:

    Random idea: Somehow we could need some more high demanding energy sinks/consumers than only propulsion systems and converters. Some huge laser thingys or stuff like this. I'm not sure what to do with it, but having something to put all the energy in, except propulsion devices would be somehow nice... Some reason to put a nice big bad boy of reactor core in a spacestation in order to power something impressive, that's not an engine and only for stations. some big evil burning luminescent plasma experiment or something like this, that needs high amounts of energy for days or weeks. Maybe some nice idea of a nice evil futuristic (FFT) energy consumer comes up here. Or a wireless energy transfer dish to multiple vessels/ground stations, eg. by a big laser or microwave or fun stuff like that... (i'm kinda thinking of the james bond movie with hally berry) just an idea. 

    There is the antimatter factory in FFT that takes up a ton of energy. 

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