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Everything posted by dimovski
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[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
dimovski replied to Niemand303's topic in KSP1 Mod Development
In my opinion, a resized and rescaled Soyuz and Soyuz utilities module should be used as Zarya, to be placed just above LEK. You might consider moving both of them a section to the right, as I don't see how LEK would work out without even a functioning Zenit, let alone the Energia! -
[WIP] Salyut Stations/Soyuz/Vostok/Voskhod/ASTP - Released!
dimovski replied to raidernick's topic in KSP1 Mod Development
Oh my God! That'll surely find some use! -
The guys in Lubyanka are starting to get nervous... Is comrade Beale Khlebovich now working for the kapitalist pigdogs? (Just kidding! Superb work Beale!)
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dimovski replied to bac9's topic in KSP1 Mod Releases
Yes, I discovered that myself. Extra checked if the files are read-only after the log told me it can't open the textures... however they weren't. So I made a clean install with B9 only, and a new download ofcourse. Aaaaand it didn't work. I'm really not sure how this is even possible. I even started it as admin... in compatibility mode... I'm really not sure what else I can do. EDIT:Reinstalling the game seems to have fixed it! Well, thank God!- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dimovski replied to bac9's topic in KSP1 Mod Releases
Whatever I do, I get a bunch of texture not found errors, the rasterprop monitor doesn't work (initialization failed) and all the parts are white. No matter how I fiddle with the graphics settings. Good that I deleted my 0.25 folder before installing 0.90... *grumble grumble grumble*- 4,460 replies
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IMO, No.2 looks best, but none of these will fit with a plain-grey Proton... Beale, you asked for screenies... Well, here they are! http://imgur.com/a/dGmfm And some from the heavy-spaceplane-designing-process: http://imgur.com/a/96hfX
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Those're very very pretty. They'll find boatloads of use in my space program! (PS:Burya finnaly completed it's 1st succesful test flight!)
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Beale, I love the new screenies! And those shiny shiny AB launchers too! But... the adapters... Those "stock" looking riffle-adapters... I don't think they really do justice to the glory of all the other parts. IMO, using "smooth" adapters (VA style) would be a much better choice.
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Beautiful! The new Spektr is cute... I guess I'll have both! (And the original one was a "bit" modified by me... to weigh 11.5 tons and generate 7.5 charge per sec.)
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Hey! I use the old Spektr as a nuclear reactor!
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Your best bet would be to contact a mod.
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The nozzles could get a more conic look, and maybe be a bit slimmer too I think. Well, if they aren't oversized RCS thrusters. But else... WOW
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Wow! That's quite an accomplishment. And yes, that was a N-II. It flopped majestically a couple of seconds after the screenshot was taken. After going through the pain of making the darn thing stable (http://imgur.com/QNSPbnu), it turned out that it was unable to survive reentry. Thank God the chief designer of that abomination (plane and wing thingies on the rocket), Jorbin Kerman, was piloting the Burya. Everyone in the mission control room was grinning when the failcraft rammed it's designer with Mach 6 into the sea
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- totm march 2020
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I have a question... however, I'm still playing 0.25: I want to disable some control surfaces during the ascent phase. I'm using FAR, RSS and well... a lot of mods. However, I never see the option to disable yaw/pitch/roll in flight. I only see the FAR interface for that in the VAB. (You know, Pitch%, Roll%...) Installing version 1.0 of your mod (0.25 release) didn't change anything. Has anyone got an idea what I'd have to do to make it work?
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Ahh we're talking spaceplanes! Now I can clog up the thread with my failures! After hours of swearing Burya has completed it's 1st atmospheric flight, with a top speed of Mach 4: However until I figure out how to disable those control surfaces during ascent, I fear it won't get to orbit (Any help with control disabling plox?)
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That is absolutely gorgeous. Regarding AB launchers: The rocket equation only cares 'bout the mass. Give the core the mass it's supposed to have, even if it takes less fuel than normal fuel tanks.
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Well, the ludicrous 11D51M from the '65 study had a thrust of 2800kN in vacuum, keeping the same dimensions. That also means it had higher chamber pressure => higher Isp => not such a huge deviation between sea level and vacuum thrust. So that lowers the engine number to 17 I think. (Good luck with that chamber pressure tho) PS:I'm still convinced that the N-I was doomed (and it's future) by the decision to cancel the N-II and N-III. These would've kept the production line of the giant N-I alive, and many components would get cheaper and cheaper over time, with the frequent launch rates of these smaller lifters.
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- totm march 2020
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Beautiful work Beale! And the N-I! Good Lord the N-I! (Then again, I did actually adapt for myself all N-I parts I could possibly ever need...)
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- totm march 2020
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As I said... it wouldn't be 2 parts in the editor, m8. Rather, like taken from cbbps engine .cfg: MODEL { model = KOSMOS/Parts/Engine/Kosmos_RD-275K/model_RD-0440_base position = 0.0, 0.0, 0.0 scale = 1.28, 1.0, 1.28 rotation = 0, 0, 0 } MODEL { model = KOSMOS/Parts/Engine/Kosmos_RD-58SS/model_RD-0440_pumps position = 0.0, 0.0, 0.0 scale = 1.28, 0.886, 1.28 rotation = 0, 0, 0 } MODEL { model = KOSMOS/Parts/Engine/Kosmos_RD-0440/model_Multi position = 0.0, 0.0, 0.0 scale = 1.28, 0.886, 1.28 rotation = 0, 0, 0 } See, this way the engine anchor in this peculiar case isn't narrower than the rest of the engine anchors.
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I just had an idea and can't resist the urge to post it: Could the Vega A port be split in it's .cfg (so not actually in the game, only in the .cfg) to 2 seperate models: 1)the standard docking port 2)the adapter plate Why? Well... I like using many different parts and mods and rescales... and I want 'em all to look pwetty. Not to mention that it adds modularity, and that there's a model less to load for KSP.
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If you want a Voskhod, download the one from MrTheBull, delete every part but the capsule, chute, retro and antenna. Here's a couple o' .cfg file lines which fit my RSS scale (1.25m in stock is 2.2m): rescaleFactor = 0.9095607 mass = 2.796 Have fun! (PS:It even looks the bloody same)
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Voskhod is a Vostok with 3 seats/2 seats and an airlock. And a backup retro-package. That's hardly a giant gap.
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Ehh, that's from Astronautix. Have a look at the dates of the bibliography. I'd say that was some artistic license. Especially as the thing was just a "mockup" anyway
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
dimovski replied to ferram4's topic in KSP1 Mod Releases
Could you please tell me how this happened and how I can fix it, because after hours of swearing and .cfg changes I still haven't figured out the problem: I added a bunch of nodes to a part, to allow side-mounting some fuel tanks which had weird colliders and wouldn't attach properly in any other way, and this happened:- 14,073 replies
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- aerodynamics
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