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Brovine

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Posts posted by Brovine

  1. CLS has made a config change necessary for parts with only some nodes passable - see this post from the CLS thread.

    Thanks for this. I think the way ahead is to keep the current scheme, but change the configs. The example you give will become:

    @PART[cupola]:HAS[!MODULE[ModuleConnectedLivingSpace]] 
    {
    MODULE
    {
    name = ModuleConnectedLivingSpace
    passable = true
    impassablenodes = top
    }
    }

    It is longer, but it more explicit.

    I will make the necasery changes to the configs that are shipped with CLS.

    With the current config without this change, the airlocks and cupola are completely impassable.

  2. I have a Problem! I startet A Sattelite with the 5000km Antenna! Then it was out of range! so i startet a second one with a 5000km antenna and a dish (this sattite is for Communication to the Mun!) So and i Startet a rover with a dish. but the dish dont get any connection, can someone tell me why? I dont get this Sattelites in radio range -.-

    You probably don't have line-of-sight to the space centre. Radio doesn't work through the planet - you have to be able to see what you want to communicate with.

  3. It would be useful to have a non-gimballing 1m engine of medium power - as far as I can see only the smallest 1m engine and the largest 2m example are non-vectored.

    Finally managed to get to the Mun just now - unfortunately all I had left was RCS, which was not enough delta-V to slow down for a controlled landing. Impact at about 500m/s horizontal...

  4. This is expected behaviour. Liquid engines go all the way up the tree of parts til the highest connected fuel tank, and use that first. The aero decouplers carry fuel.

    It would probably be useful to have two versions of the decouplers, one carrying fuel and one not. Failing that, add a non-fuel-carrying component like an SAS or a vertical decoupler under the aero coupler.

  5. I've been attempting to build a satellite launch system, and I've succeeded. I was also trying to make as much of the launcher recoverable as possible - and everything except the main engines will survive landing.

    screenshot6zp.png

    Satellite is suspended underneath the command pod. The four boosters are the launch stage, and then safely parachute back to ground. The shrouds at the bottom protect the main engines when the boosters are jettisoned - I did have intermittent problems with one engine falling off...

    The main stage fires a pair of radial boosters to clear the shrouds, then two Medium Berthas propel the ship up to about 25km. Then the main stage is jettisoned (with another pair of boosters), and the orbit and landing stage takes over to manoeuvre into orbit. The main stage parachutes are not strong enough to land the assembly safely, so far.

    screenshot0lo.png

    Once in a stable orbit, I can decouple the satellite and ease the orbit stage clear. I maintained an entire orbit watching the satellite drift further away, then prepared to return to the planet.

    screenshot2if.png

    Here we are passing the dark side of the planet.

    You'll notice that the entire orbit stage is also the lander - whilst trying to protect the orbit stage, I discovered that it was descending slower than the command pod most of the time. Three MK16-3 chutes are enough to land the whole assembly safely now I have the lander legs - and if I have fuel left, I can even re-launch and move around the surface.

    screenshot3zg.png

    The radial chutes are a bit overkill, but I've left them on for now...

    The design is attached. It requires Wobbly Rockets, SIDR&SD pack, the tuned SAS pack, the MK16-3 and the radial parachutes, the lander legs, the radial booster pack, and the Stellar comms satellite. And version 0.9 for the struts. I think that's all...

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