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Posts posted by Sudragon
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This is amazing! Would it be possible to get a version in the 1.875m tank size? I do a lot of work at that level.
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15 hours ago, RocketBoy1641 said:
On the matter of shutdown; some SRBs have a thrust termination system where they dump thrust either equally for and aft (net 0 thrust) or dump through side vents in a way that ends forward thrust. The later seems more reasonable with PAMs/kickstanges and similar things that you can't burn toward the top of the stack.
I don't think they are all that common b/c it is cheaper to have less working pieces and push less mass (unspent fuel). Restart options would take a lot of extra weight and complexity unless you use a solid/liquid hybrid. Those are an interesting lot. You have fuel or oxidizer as the solid and the liquid is the other. Cut the liquid and the reaction dies. Restart with hypergol or Tea-Teb.
QuoteI don't think they are all that common b/c it is cheaper to have less working pieces and push less mass (unspent fuel). Restart options would take a lot of extra weight and complexity unless you use a solid/liquid hybrid. Those are an interesting lot. You have fuel or oxidizer as the solid and the liquid is the other. Cut the liquid and the reaction dies. Restart with hypergol or Tea-Teb.
The Virgin Galactic ship uses a hybrid engine. Solid hydroxyl-terminated polybutadiene (HTPB) and Nitrous Oxide. Orrrr Nylon and NoS.
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On 5/30/2023 at 7:42 PM, benjee10 said:
There are craft files included with the release.
Tried the craft files...are they up to date?
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57 minutes ago, CobaltWolf said:
Is it the HypergolicBDB patch from BD_Extras? I believe that is maintained by @Pappystein
Ah-ha, it is indeed. As they say, Well there's yer problem. Should I shoot him a note about this?
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1 hour ago, Friznit said:
I'm assuming you're running Skyhawk Science System? BDB uses stock fuels as standard so it's likely SSS or another mod converting engines to use real fuels and has missed these out.
Nope, not running skyhawk.
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With regards to the Model 8250 Agena-D Secondary Engine and Model 8250-B Agena-D Secondary Engine, with the recent conversion of the XLR81 Series to run on Aerozine and NTO, these were not similarly converted. As a frequent user of this equipment I have several launches on hold waiting for an update on this hardware.
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Cues up 'Everybody Wants to Rule The World' by Tears for Fears and hits spacebar....
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No door
gunnerobserver seat? -
Speaking of NERVA, Season 3 Episode 1 of For All Mankind shows the best place to test such things is...
Spoilerat your moonbase.
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Much thanks!
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Like a complete Jeb, I've misplaces the location for downloading Linuxgurugamers most excellent recent works on this mod. The Links on the first page appear to point to versions published before the adoption and are less then useful. If someone could point to where thay're being hosted, that would be very useful
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The Spacedock link is broken.
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On 2/7/2022 at 6:35 AM, Jimbodiah said:
I tried adding it from the CRP mod which is already used through a MM patch, but for some reason it will not take it through patches so I added them directly in my install's sstu files for the tanks.
Could you post the code and where to apply it?
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Not running real fuels, just Neartea's Cryo engines and BDB
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Does anyone have a patch for running methalox in SSTU tanks?
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I've just done a search through here and can't find (or re-find) which sizing controls the side of the modular heat shield. Any hints welcome.
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Looks good, Does Not Play Well with SSTU. Messes up the part configuration panel in the VAB.
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On 10/31/2021 at 7:51 AM, Nertea said:
Sorry, not from me. That mod runs it's own heat system and generally is not very compatible with my stuff,.so spending effort adding compat stuff is odd.
Obviously, KSPI uses imperial pipe fittings for coolant and Nertea is using metric. And I think the fittings also have different thread pitches. Totally incompatible.
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2 hours ago, Pappystein said:
Thank you kindly!
Getting sick of reports that have nothing to do with weapons being classified as weapons.
Then again, I used to mod/support a Video Game that was classified as "Munitions" as well so SHRUG
Headtilt
Hmm what else was being developed in the 50's - 60's? Was it perhaps Inter Continental Ballistic Missiles? which used a LOT of the same technology as the space program. (see also my comment on secret rocket fuel mixes). Any rocket technology was classified because improvements in thust or isp meant bigger payloads or longer ranges. Guidance is guidance, whether it's landers on the moon or warheads on Washington. Manned tech? Propaganda material. Everything was important, so everything was classified. There was a war on.
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7 hours ago, Jcking said:
Despite the tripropellant's very high specific impulse, it has a rather poor mass fraction, so a pentapropellant configuration was investigated using hydrogen, fluorine, oxygen, lithium, and beryllium (with hydrogen, fluorine, and oxygen stored as liquids, and lithium and beryllium stored as solids not dissimilar to SRMs). despite performing all around weaker than tripropellant configuration it did have a small advantage in the long duration mission consisting of a 8000 fps burn after a 205 day coast. However, both were inferior to gelled hydrogen-lithium/fluorine, and bi-propellant hydrogen-fluorine in both direct injection and long duration missions.
I love how a lot of the bad spy dramas (and comedies) of the era were all about the 'secret rocket fuel formula' whereas these days it's just Liquid methane/hydrogen and liquid oxygen. I'm over simplifying, but a lot of the high end crazy chemistry seems to have left the industry on the grounds of 'yeah it works, but there's too high a chance of the pad rats getting their faces eaten off'.
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I have asked @AlbertKermin, @Beale, @CobaltWolf and @DMagic permission to adopt this mod and they have graciously granted permission.
Woot!
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Having problems with 1.12.2, the launch button in the VAB isn't creating a project in the VAB build list. The dropdown on the build button immediately puts you on the pad with the design.
Logs:
https://www.dropbox.com/s/rdn9zd3e04cnmca/KSP.log?dl=0
Thanks in advance. Hopefully it's just me misplacing something.
EDIT: After a scratch restart (KCT cluster + module manager to start) then then adding mods one at a time to check for conflicts, it works.
I don't know why it works, but it does. Only took 6 hours. Remember, you're not just playing Kerbal Space Program, you're playing Kerbal Space Program, the 'how many mods will my computer support before it gets cranky' metagame.
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9 hours ago, garwel said:
As DSEV is already supported, I guess it mean Buffalo, MOLE and/or Pathfinder? I haven't played with them but I'll take a look when I have time. Meanwhile, the smart patches that come with Kerbal Health should provide basic compatibility.
Indeed, Buffalo, MOLE and Pathfinder. The MOLE lab modules don't have rad shielding options. I can see the inflatables not getting shielding for example, but Bob is facing early retirement due to his dosage levels.
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Craft Files go in Saves>savename>Ships>VAB/SPH (depending on whether it's a aircraft/spaceplane or a rocket.
I use an 'empty' save for supplied craft storage. It has several mods worth of rockets in it but no actual ingame activity.