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asmi
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Everything posted by asmi
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
it's CoM is offset, but only by 0.4 meters - like it is in real life, that allows for controlled descent, but it's still is inside the module like, well, it should. Even when it's going like 10 m/s under fully deployed chute, it still turns upside down unless locked in place by SAS & constant manual steering input. I just don't understand what kind of forces could possibly force the capsule to rotate in such a way - certainly at 10 m/s aerodynamic forces are simply can't be THAT high to turn ~2 t module.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Oh guys, and I've forgotten to mention one more thing - BobCat is preparing a major revision of his packs, and as part of it he renamed all his parts so they don't include spaces anymore. This allows to use MM to add/remove modules without messing with the configs themselves, but it WILL break all existing saves. I'm giving you this heads-up so you'd know what to expect from an update and be prepared for it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asmi replied to ferram4's topic in KSP1 Mod Releases
Hey ferram4! First of all I'd like to apologize you for the mod screw-up that happened a bit earlier. It's taken care of now. But as you've said, very few people are posting here because they don't have a problem, and unfortunately this time I won't be an exception - I still have BobCat's Soyuz TMA descend module capsule wanting to turn upside down during descent - even when under a fully deployed chute! This just lead me to land on the hatch with soft-landing engines pushing me towards the ground Can you please take a look?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Why not? That's the only non-intrusive way I know to add these capabilities to all pods. -
Actually it IS wrong and your quote clearly explains why. Regardless, if there is only one parameter that should aid ascent, it should be velocity as altitudes are very different for different vessels, while velocities are pretty much the same.
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[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
It might, but we're decided to start small. Too much of micromanagement could be detrimental to enjoyment. -
[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
Nope, all the crew in them will die immediately unless they are in atmosphere as system doesn't care why there is no oxygen onboard. -
[0.22.X] BobCat ind. Historical spacecraft thread
asmi replied to BobCat's topic in KSP1 Mod Releases
All pods as far as I understand, plus some station components - Bobcat is doing the balancing. I'm just a developer for the plugin. No - that is the cornerstone of the balance - it won't be possible to keep station running forever without resupply since there are losses during CO2 -> O2 conversion, so no matter how many regenerators you've got, sooner or later you'll run out of oxygen. But oxygen is not consumed inside atmosphere that contain oxygen (Kerbin and Laythe) - so you can build a base there which will run just fine without oxygen supply though. -
Yea I've got the same problem - catching launch windows is harder now. But I've came up with workaround - land a pod somewhere nearby (say 10 km from the KSC), switch to it and timewarp all you want. Once you reach launch window, switch back/launch a mission.
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Well there is an easy solution to that problem - haul it up in parts and assembly on orbit Besides I didn't notice any lag even when I was flying a monster rocket that hauls 100 tonnes to orbit. It is a bit hard to control, but nothing that any good pilot couldn't handle.
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You really should figure it out, otherwise you won't be able to use real engines. It's not that hard to understand.
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I guess you can, but you shouldn't - there is a reason the mod is called Real Solar System.
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Actually that's the reason MJ's ascent AP is fundamentally wrong - ascent profile is cued by velocity, not altitude. I fly everything manually, and usually go like this - until 60 m/s I fly strainght up (rolling to the launch azimuth as required), then turn to about 2-3 °, wait until I get to about 160 m/s, then turn for another 5° to so. Next turn is at around 0.8M to another 7-8 degrees (to a total of 20° from vertical) and wait until I pass transonic region (velocity over 1.2M) . After than I follow the lower border of velocity indicator until I'm about 45° pitch and travelling about 4-5M. At that point I'm usually high enough to get rid of payload faring. After fairing jettison I switch to orbital indicator and slowly turn to the center of it and start watching my apoapsis, slowly turning toward horizon as Ap approaches that of a target orbit. My upper stage is usually underpowered (the most pathetic example being Atlas V, it's Centaur upper stage is severly underpowered even in dual-engine configuration and reaches TWR of 1 only after half of its' fuel is burnt, especially in configuration with solids), so I try to shoot to the upper border of orbital velocity vector and keep above-horizon trim after passing apoapsis. Once TWR exceeds 1, I watch my vertical velocity and try to bring it to zero (which means that I'm at Apoapsis and flying level).
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Modular Fuel System Continued v3.3 (OBSOLETE)
asmi replied to NathanKell's topic in KSP1 Mod Releases
Not sure if it's more of MFSC issue or Stretchy Tanks, but there seems to be a limit on how long the stage can be - I hit the limit when I was trying to build an all-KeroLOx mega-SHLV. But the one with HyrdoLOx core and uppper stages work: 1xRD-0120 in the upper stage, 4xRD-0120 in the core stage, and four strapon KeroLOx boosters powered by 1xRD-180 each. 100 tonnes to LEO -
You start your gravity turn waaay too late. Make it 0.5 km, 1km max. Judging by your TWR, by the time you start gravity turn you already going so fast that you'll have really hard time actually turning the vessel.
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Can you please "realisize" Mir station modules? Oh, and if you want I can give you my life support mod. It's still an alpha, but currently we're working mostly on IVA and balance, core functionality seems to be in place.
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Make sure to have this option off in MJ if you use FAR since MJ has no idea about real terminal velocity.
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That's impossibly efficient.
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Angara-1.2:
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http://en.wikipedia.org/wiki/Geostationary_orbit
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Install a second copy of KSP without this mod.
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If you mean parts, it's KW Rocketry (for fairings, I've modded fairing base to become control pod so I could get rid of additional control pod for Centaur, also for booster separation motors), stretchy tanks for fuel tanks, MFSC for filling them with appropriate fuels (KeroLOx for the booster, HydroLOx for the Centaur), a bit of stock structutes to build interstage, Dummy Weights mod for payload, and private Real Engines mod for the engines (RD-180 for the booster and RD-0146 for the Centaur, I don't have RL10 engines, but RD-0146 is almost the same as RL10, just a bit higher Isp). The reason I used KW Farings instead of procedural fairing is that this whole rocket is saved as subassembly so I could attach it to whatever payload I need it to haul.
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Atlas V 502 qualification launch with dummy 4 tonnes payload to GTO (Geostationary Transfer Orbit):
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It's not that I'm against MJ or anything, but it's ascent AP is just too simplistic for real things As for kOS - I've tried that some time ago, and I've noticed that kOS doesn't play nice with SAS. Without SAS it has a hard time maintaining direction when FAR is installed, which trashes orbital insertion accuracy and can lead to LoM. Also the whole concept of kOS is more of sequential commands, while in reality most control systems are event based (like "jettison fairing one reached X altitude", "start pitch over once reached Y velocity" and so forth). While this totally could be done, the code is going to be rather large.
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Atmosphere is always blueish from the surface due to the basic physics - the effect is known as Rayleigh scattering.