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Everything posted by Sovek
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While I admire Squads attempt at giving us an LES, its pretty deadly at low altitude with real-chutes installed. It gets it it at best, 150m off the ground, not near enough time for the mains to deploy. Lowering the weight could work, but seeing as how this is for a capsule weighing 4t and I'm using on something thats not even that heavy, a new system was is order. With the use of KW Ullage motors (75kn each), some procedural fuselage structures and some girders, I came up with my own LES that really gets the job done. So what have you guys come up with? I'd love to see your solutions to this issue of crew safety (if you even do at all)
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Thats YOUR opinion, and I would appreciate if you kept it to yourself. Seriously, the guy was trying to help, and considering that Steam is the major platform that most of us on this forum use.... I can see why.
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25-30K yeah, I have alot of changes, Most of that most likely comes from Stock Revamp, Seti, Real Plume and Real Fuels, with other stuff.
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You do make a good point, it would be nice if there was a plugin that allowed you to modify the CoM via the editor menu but that is not something I'm capable of doing. I'll conduct some tests on the 2.5m pod to see what happens.... Also, it looks like I could stand to make some changes to RealHeat on making re-entry a tad... challenging, right now I'll loose like 50 ablator on a 2.5m heat shield... Meanwhile in stock (with 3x scale) I'm loosing about 130 on the 1.25m HS
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.3 I can see going almost face first. .2 had a 30-35 degree angle of attack, it did provide a little lift. I don't know about stock, but FAR provided a lift of 5kn... not much. The Cl: IS low compared to the data gathered by NASA in their tests, but then again, they were going MUCH faster. I suspect this mod would be better on 3+ scaled systems, and really only useful on returns from munar or interplanetary missions. That said, I'll look into adding some lifting surface for the Heatshields, I dunno if FAR handles that or not, I doubt it. Edit: Looking over more data from NASA it appears that the Cd: is a tad high as well. And the L:D is way higher than what NASA recorded by about 3 times as much.. I'll run some tests with the stock equivalent of the Apollo CM to see if that goes any better... Tomorrow. I'm unsure if this is a result of the capsule being too draggy or not enough lift provided.
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Nerf the Mk1-2 and 2.5m Lander Can?
Sovek replied to Waxing_Kibbous's topic in KSP1 Suggestions & Development Discussion
SETI Rebalance mod actually fixes this somewhat. The Mk1 pod is essentially limited in supplies and controlled re-entry is difficult without extra RCS, also if you have a Life Support mod (and not Real Fuels or something with which to alter whats in your tanks), no room for extra life support, that would have to be tacked on. Yemo is also looking at making it work with KAS/KIS. The Mk1-2 pod contains a massive amount of storage for whatever you need, AND can be controlled without a pilot, which is handy in certain situations. The Mk2 Lander Can also provides something to tune of 200L of space allowing for increased fuel for an ascent stage so may be more capable than the Mk 1. As for stock... well... yeah, they might be a bit on the heavy side, but unless you start getting into 3-4x scale systems, its not gonna matter too much. -
I can, once it enters full release. From the looks of it though its still a WIP, so things could change that would break the mod. I deff like the look of it though.
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Progress continues with the good old Mk1 pod. So far it flies, just not very well... Its a brick after all. Pics included.
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Ok, I THINK this should do it, but I have a glancing knowledge on ModuleManager. @PART[mk1pod]:AFTER[SETIrebalance] { CoMOffset = 0.0, 0.5, 0.0 //center of mass } This value is just thrown in without any actual testing. Testing now to verify it works.
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[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Sovek replied to jrodriguez's topic in KSP1 Tools and Applications
thats... weird. When I updated I could not get anything to work and seemed incompatible with Real Fuels, Reverting fixed it. Maybe it was a glitch on CKAN. -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
Sovek replied to jrodriguez's topic in KSP1 Tools and Applications
Right now the new Solver Engines dll is no longer working and I had to revert to the previous version. -
Already on it. Message was sent to Yemo about including it with SETI Rebalance (as it took out the reaction wheels) and asked mods to move this thread as it will become the discussion and update thread of making it happen. I agree that its high time something like this came along.
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Didn't really work... even adding .6t to a 3t pod, it only provided a 10 degree pitch, not the 20 degree I was looking for. This may become my first ever "mod" where I take every pod in my install (which is most of them) and add MM Config patches for them, and possibly work with @Yemo about releasing them as part of his mod.
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Right now I'm experimenting with a small radial tank on the bottom of the capsule underneath the HS... the first test did not offer much in the way of lift...
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Greetings. This will be my first ever attempt at a mod, but its pretty easy, just some config files. The plan is changing the CoM towards the front capsules so that the aerodynamic forces will actually cause the pod to orient to 20-30 degree orientation allowing for controlled re-entry. This is planned to have only FAR support, Stock is not supported at all, if they work, they work. Stuff to be done Stock 1.25m and 2.5m capsules HGR Soyuz-like capsules FASA Mercury, Gemini and Apollo Tantares capsules Vens SRV 2 kerbal capsule Taurus HCV 3.75m capsule Near Future Capsules Correct License chosen (help on this would be appreciated) Possible CKAN support Possible integration with SETI re-balance. Contacted @Yemo, waiting on reply. Stuff done Figure out how to make the correct MM configs so as to not cause incompatibility issues with SETI Known Issues designed to work with stock heatshields or heatshields provided with the pack and the amount of ablator provided. Reducing the ablator may cause too much of a forward pitch. Testing requires that each change means I need to restart KSP, and even with all the mods from my 64 bit uninstalled and on a 32 bit fresh install, this takes time. So far there are probably along the lines of 10-15 capsules to work on. Module Manager is REQUIRED, otherwise the mod will not work. Farrem Aerospace Research is also required for support. I will not provide support for the stock aerodynamics model. Some pics I'll keep everyone posted as progress continues. Hopefully I can have the first stock capsules done tomorrow, but my Panthers are playing in the Superbowl tomorrow, so not likely. Update Edit 1: MM Config figured out, testing will commence at getting capsules to hold a 20-30 degree AoA @30-20Km. Thanks to @GoSlash27 and @sebi.zzr for providing the information on adjusting the CoM on capsules. Update Edit 2: Mk1 capsule just about done... 30 degrees is a tad aggressive so I've tuned it down from -.2 to -.15. Have yet to test it. Also have pics
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New booster per mission or re-use previous designs? What do you do?
Sovek replied to Sovek's topic in KSP1 Discussion
any chance for some pics of this operation? -
So in my latest career I'm playing with a more realistic way of re-using boosters, Right now my boosters as follows SL-5 series Boosters. Designed to put small payloads about 1-1.5t into orbit. The lighter the better. The following missions were launched on this booster Pidgeon A-D Omni-directional short range satellites for constant communications with mission control on unmanned launch Falcon 1, 2 (Failure) 3, Total of 7 launches. Next up is the R-5M Booster. It saw 3 launches, Namely the first of the Moho flights (first kerbal in orbit) and Falcons 4,(F) 5, the first probe around the Mun. Next up was the more popular R-6 Booster, a variation of the R-5M, it removed the solids and clustered engines for a single KW Wildcat V and stabilizing fins. Its launches include Moho 2,3 Vulture Docking Target Super Pidgeon, Long Range Communication Satellite. Total 4 launches (To date) But the rising star in my space program and the "Do anything booster" is my aptly named R-7 Booster. The B variant uses stabilizing fins on the Solids and the C variant moves the fins on to the fuselage itself. Capable of lifting upwards of 11t into orbit. Right now its successful launches include Munar 1-4 Two Kerbal pods capable of reaching Mun (FRT) or Minmus (O) Falcon 6, first probe to breach Kerbins SoI Planned launches include putting up station parts and sending Kerbals to the station. Further more ambitious plans include multiple launches for single missions to land a single kerbal on the surface of the Mun. So in total I've had 18 missions off of 4 main Boosters with slight variations. So do you do what I do and use some all-purpose boosters or make one specific for that mission. I've had to stop that practice as when dealing with things on a larger scale where 5.6km/s of dV is required just to reach orbit.... and add in procedural parts + Real Fuels, things get complicated when designing boosters.
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@Yemo Hey, is there any reason why you have CKAN overwrite the RemoteTech settings file and not just put in a config file for it anyway? Also, you should probably add in an [AFTER] or something so that mods that modify RT wont foul up your changes... like any rescale mod. I just solved two days of pure frustration in trying to disable signal delay, only to have Harder 3x re-enable it from its own config.
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@Nhawks17 Some how I've sorted out the issue by @Svm420 . Still unsure how but It was working in my clean install, I've now moved those folders into my main mod install, Testing it out now.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Sovek replied to Raptor831's topic in KSP1 Mod Releases
Ok, I've solved it. It turns out that you DO IN FACT need the RP Stock Configs or else it wont work. Still doesnt explain why I had the problem in the first place, seeing as how I have the exact same files as from when I started... Oh well. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Sovek replied to Raptor831's topic in KSP1 Mod Releases
@Svm420 Nope, no joy on that burn. No sound, no plume. I removed Real Plume from CKAN and downloaded RP from the Github page. Still nothing. @blowfish I'd love to give you the files, but alas, no mediafire, and I don't have a dropbox account, and its too big for pastebin. Any other ideas? Edit: Forgot about Google Drive... oops MM Cache https://drive.google.com/file/d/0B-2TNgI1Si1wVnRjUXFjT0w1TEk/view?usp=sharing output_log.txt https://drive.google.com/file/d/0B-2TNgI1Si1wY3VwbjgxeXFOQnM/view?usp=sharing -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Sovek replied to Raptor831's topic in KSP1 Mod Releases
@Svm420 Ahhh, conflicting Config files. It would be nice if CKAN didn't require you to select that in order to install it. @blowfish Assuming that doesnt work, I will indeed provide logs. One sec while I check on that. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Sovek replied to Raptor831's topic in KSP1 Mod Releases
@Svm420 Ok, I downloaded your configs, took a look at the LV-909b config (LV-900) and its identical to what I have now. They HAVE configs set up, they just arnt SHOWING up. Annnnd just to prove that it still doesnt work, Both engines running, at full power, 0 sounds, 0 plume. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Sovek replied to Raptor831's topic in KSP1 Mod Releases
@Raptor831 Is there any chance of getting some of the engines that lost their effects (and sounds) to be fixed, or is there a fix somewhere? The LV-900 in Vens doenst have it, and neither does the upper stage for the 1.875m engine from HGR. -
Yeah, I just tested it with Vens+RealPlume, is fine. I'm going to test it with RF just to make sure that its the conflicting mod.