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asmi

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Everything posted by asmi

  1. We already have FAR, which is implemented by real aerospace engineer who knows how this stuff actually works. I think devs should just reach out to him and integrate it into stock game. But I suspect this could make quite a number of "looking-cool" players mad as their sence of what's cool would be demonstrated to contradict laws of physics.
  2. Miss. I'm a software developer for over 10 years and I know that 3 months is hell a lot of time for a team of 5 devs (I think that's what Squad has got). If organized and planned well, team like that could develop KSP itself up to the current state in this time. The problem is not the lack of technical expertise in dev team (they are obviously technically proficient), but lack of good management and planning. This whole situation ("Let's do resources! Oh, not - let's do seats! Oh, no - let's better do flags!") just screams that, and it's obvious to anyone who is long enough in this industry.
  3. Due to chronic inability of KSP devs to deliver just about anything within reasonable timelines (3 months for useless flags? C'mon), mods are the only game in town. If it wouldn't be for mods, I would've apandoned KSP long time ago.
  4. Actually you did say that. By saying that Isp is derivative. It is not in real life. Thrust and size are variables, Isp is fixed. I never said otherwise - your US decouplers are awesome! I was so tired building some sort of probes into US so I could deorbit it.
  5. FAR is this: http://forum.kerbalspaceprogram.com/showthread.php/20451-0-19-Ferram-Aerospace-Research-v0-9-3-Aerodynamics-Fixes-For-Planes-Rockets It is a plugin that introduces real-life aerodynamics. Name is how it recognizes PLF and so does not take into account anything that is under it for aerodynamic properties. So you made no intention to make it more or less realistic? Ok, I see.
  6. Just installed this mod, and rockets looks great! However when it comes to functionality, I've got two issues with it: 1. PLF is not FAR-compatible and so rocket spins out of control as soon as I start gravity turn. This can be easily fixed by renaming PLF parts so they would contain word "fairing" in their names. 2. Looking at engine stats leaves me no peace - upper stage engines have larger Isp then lower ones. In reality it's usually is the other way around, and the reason is simple enough - there is much less atmosphere where upper stage burns, and so expansion ratio can be far greater without compromizing the thrust.
  7. Just noticed one more issue with RT & MJ2 - MJ2 doesn't take control of vessel if ASAS is engaged. Once you manually turn ASAS off, MJ starts working as it should.
  8. Hello! Iève just tried the latest version and docking mode seems to be broken. Specifically ASAS doesn't automatically engage/disengage when I switch between rotation/translation modes...
  9. Yea I agree. Currently Block D is so lightweight that Soyuz LV can lift it with Soyuz S/C on top of it! In real life it weigh about 18500 kg so there is absolutely no way Soyuz could lift it into orbit, not to mention Soyuz S/C on top of it.
  10. Thanks! Great work! I wonder why didn't you make Fregat a pod? It would kinda make sence given it's role of essentially a space tug. Also I've noticed that your Fregate doesn't have RCS built-in while real one does. But I gotta say that it looks gorgeous!!!
  11. Three things I would really like being added to the pack are Fregat-MT (for Soyuz-2.1b), and Breeze-M and Block-DM for Proton-M LV.
  12. BTW - it turned out that Energia's Zenit boosters are quite useful for SHLVs. Here is mine: http://www.asmitech.com/Stuff/KSP/SHLV_Pad1.png http://www.asmitech.com/Stuff/KSP/SHLV_Pad2.png Lift-off mass: 818.74 T http://www.asmitech.com/Stuff/KSP/SHLV_Payload.png Payload to 100km x 100km x 0°: 130.43 T Pretty impressive I can tell!
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