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DaveyJ576

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Everything posted by DaveyJ576

  1. Very nice. How do you deorbit the Big G? With the RCS? One flaw that I could not get around with the BDB iteration of Big G is that no retro pack was provided. I think the dev team has that one for action. I had to create one by kitbashing.
  2. Thanks for the link. I will take a look at it. Believe it or not I actually missed that part of the Wiki, even though I have read through it dozens of times. This brings up an observation. This is not meant to be criticism of an otherwise outstanding mod, but is the performance of the BDB Saturn IB realistic on a 2.5 scale world? I was under the impression that the IB was a bit overweight due to the tank structure, but the real life IB put five manned CSMs into orbit on a full size Earth rather well. One even carried a docking module in the SLA. I am fully aware that the CSM was short fueled amongst other things to make it lighter, but was the IB performance really that marginal in real life? Perhaps this is a complicated programming code issue that can't be overcome so @CobaltWolfand the dev team did the best they could with a mess. Thanks for the help.
  3. Okay, I need a little help. After two years of playing a Stock sized game, I finally moved up to KSRSS. So far the visuals have been blowing me away, but the learning curve on launching rockets is steep, and I knew that was going to be the case. BDB was waaay overpowered on the Stock system, but now I have having trouble getting to orbit, particularly with the Saturn IB. I just can't seem to get enough horizontal velocity. I use MechJeb on the Classic Ascent Profile. No matter what combination of parameters that I try, I can't get an Apoapsis of over 92 km and I really struggled with that. The S-IVB is still burning but it can't build up speed fast enough to get up to a usable orbit. Once I hit apoapsis the stack takes a dip and gets pulled back into the atmosphere. After some fiddling with the MechJeb settings, I was successful with Mercury Atlas, Gemini Titan, and the ETS Saturn IC Apollo, but no joy with the Saturn IB Apollo. What am I doing wrong? First and second stages are full of fuel, all engines are upgraded, and I cut down the SM to mimimal prop and monoprop. I even tried to upgrade the first stage to four E-1 engines, but even that failed. I must be missing something very obvious.
  4. Testing out how to do spoilers. And another image would go here.
  5. Wow. If I didn’t know that was a recreation of a Titan 34B/Ascent Agena, I would say it was a caffeine-induced KSP kit bash. It looks waaay too long to be an actual rocket. Henceforth it shall be called “The Stick”.
  6. Does anyone have any idea of what may be causing these stick-like artifacts? They are present throughout all phases of flight. They are semi-transparent and have a brownish tint. Game Data folder below. This is a 1.11.2 install. Note that I had the same issues on a Stock 1.11.2 install. Only present on the Mercury.
  7. That is extremely high on the list of the Most Awesome Things I Have Ever Seen! On a completely different note... I am moving up to a "real" game and have started a new clean install of KSRSS at the x2.5 scale. To use BDB with that do I just load BDB? Or do I need Rescale? I read the OP, but I am not clear on that. Thanks.
  8. One last procedure question that I am not clear on... to get the x2.5 scale do I have to simply install Sigma Dimensions and it does it automatically? Or do I have to adjust the Base Settings in the SD Settings file? If I adjust the Base Settings, do I adjust the Resize, Rescale, Atmosphere, and dayLengthMultiplier to 2.5, or just the Rescale setting? Thanks again for your help.
  9. Hey, thanks for the help. I struggled a bit getting it loaded because there was more than one KSRSS folder. But once I opened them I realized which was the right one and got it squared away. It now boots up fine and looks great! Two cents worth... I tried both Katniss and Cape Kanaveral and I like CK better. Personal preference. Both are fine works. I didn't like how Katniss was based on actual overhead photos. It just didn't feel right when combined with the Kerbal style launch pads from Tundra. Anyway, great job with the mod. I am looking forward to flying missions from this "new" planet.
  10. Sorry about that. See attached. I followed @DeadJohnprocedure exactly. The only deviation was that Sigma Dimensions was not on CKAN that I could find. I installed it manually. As you can see here, I took that out and it still hangs on the loading screen. I never got to the Cap Kanaveral mod as I could not get it to proceed. The KSRSS megapack is the Gitlab version. All mods are the latest version per CKAN, and per Gitlab.
  11. @DeadJohn, @tony48, So I tried this, and it is hanging on the loading screen. I can hear music and the loading logo is present in the lower right hand corner, but it will not load past that. Running 1.11.2 on a clean install. KSRSS seems to be the culprit. I have Kopernicus, EVE, and Scatterer loaded. It will boot up and run with only those installed, but as soon as I add KSRSS it hangs at the loading screen. Any suggestions? Thanks.
  12. Nope, just the opposite. Point feet down, lift, Point feet right, move to right. Point feet left, move to left. Point feet up, move down. I have tested this with Gemini on seven flights and so far it seems to have little discernible effect. In real life however, it enabled very accurate landings. I am playing 1.11.2 on a stock Kerbin.
  13. Is it possible to slightly dial back the white haze? I like the effect of the mod, but it always looks like there is a slight fog on Kerbin. Is there a setting that can be adjusted to slightly reduce this effect? Running stock 1.11.2. Thank you.
  14. @CobaltWolf, I hope you know how much players like me appreciate the hard work that you and the dev team have put into this mod. It is staggering to consider the level of detail to which you go. BDB makes running KSP enjoyable. Without it I probably would have dropped the game long ago. We all eagerly await your work, but please don’t drive yourself nuts doing it. We will survive just fine! Thanks again my friend. It is really appreciated!
  15. The "Gemini 76" mission. A recreation of the first manned rendezvous in orbit. Wally Schirra Kerman and Tom Stafford Kerman flew the last of the battery powered Gemini's to a reasonably proficient rendezvous. They flew in proximity to Gemini 7 for two orbits, with both ships playing the active role on multiple rendezvous evolutions. Gemini 6 then departed the scene for a return to Kerbin.
  16. Flying a NASA Gemini and using sequential fire on the solids. I would like to at least get it in the ballpark. Actually, it has been my experience that Mechjeb will be pretty accurate on the reentry burn with a liquid fuel engine, like the SPS on Apollo. I have been able to drop a CSM in the ocean just off shore from KSC. The solid motor craft, like Mercury and Gemini, not so much.
  17. Running 1.11.2 on a stock Kerbin. Does anyone have some tips on how to accurately land a Gemini? I usually end up way short or way long. Given the ISP of the reentry solids, is there an optimum altitude to begin the reentry burn? I have started at 180 km and that is way too high resulting in a periapsis of 38 km and a very long landing. My last flight I started at 165 km and that only resulted in a periapsis of 23 km, again resulting in a long landing. Starting lower than 165 km seems to be kind of unrealistic. Mechjeb is not much help. I am getting the impression that the reentry solids are a bit underpowered. I have been using them in sequential fire mode, thinking that a longer overall burn time is better than one big push. I have also been fiddling with the offset center of mass and that seems to have little to no effect. By the way, I appreciate the change to a horizontal splashdown attitude. It is a little more accurate historically. Since the two point suspension is not technically doable this is the best compromise. Thanks!
  18. So after rolling to the desired attitude, do I turn off SAS or leave it on? Will SAS fight the lift deflection and try to keep the spacecraft on its original path?
  19. Does the offset CoM on the Gemini and Apollo spacecraft actually work, enabling you to steer them during re-entry? I know what the procedures were for using it IRL, but does that work in KSP? Thanks. Running 1.11.2.
  20. Update... it is definitely this mod. I just uninstalled it and the issue went away.
  21. Could this mod be causing this? BDB Mercury showing two Lights On buttons and only one works. The button for deploying/retracting the periscope is gone and the periscope is permanently deployed. It can not be retracted. Game version 1.11.2. Also, I thought your mod did not have any features for the Mercury spacecraft, since it already had the deployable landing bag. Thanks.
  22. I just started a 1.11.2 game and pulled up Mercury for the first time. The periscope is open as soon as you select the spacecraft. and there doesn't seem to be a way to close it. Worked fine in 1.10. Also, the first Lights On button doesn't seem to do anything. There was only one Lights On button in 1.10. I have also installed Comfortable Landing. Could that be causing this?
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