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stratochief66

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Posts posted by stratochief66

  1. Good to know.

    I have considered using that, and I might actually now that I have worked out placing geostationary satellites in RSS.

    I wouldn't expect RT2 to power the animation of these antennae, but I will try that.

    Any idea about the ejection seats for gemini? I have seen the code, they seem to be intended to actually function as historically designed, I just haven't found the mod that powers them.

  2. There are a few functions I have not been able to get working, I hope someone has run into this before so they can give me some advice.

    One: The antenna on the Explorer probe;

    MODULE

    {

    name = ModuleAnimateGeneric

    animationName = Explorer_Ant_Anim

    isOneShot = false

    startEventGUIName = Extend Antenna

    endEventGUIName = Retract Antenna

    actionGUIName = Toggle Antenna

    I haven't found a way to activate these. I play in Sandbox, if that matters. When I right click the probe I have Control From Here, Rename Vessel, Toggle Torque, and Activate Geiger Counter options.

    Two:

    The parachute escape system for the Gemini capsule.

    Three:

    The antenna for the Agena

    Which mod do these rely on?

    Or, what mod might hinder these?

  3. I'd love to see this fairing made available. I wouldn't be surprised if it's been requested, but 300+ pages, ouch.

    Do any other mods offer the part? I know some others were working on Skylabs, hopefully to fit the FASA Saturn rockets.

    I also need to figure out why my Apollo 9 1B (added the CSM to AS-204) is not reaching orbit...

    That I can help with a bit!

    I as also trying to recreate that mission, and in researching it I found that the CSM was not fully fueled for that launch. I have calculated and experimented with the fuel load before, a few weeks ago. The mass was reduced such that the CSM could be placed in orbit by the S1B hardware.

  4. Yesss!!!!!

    I have tomorrow off, and I greatly look forward to experiments in Nova construction!

    Frizzank, you should have a Donate button.

    As a follow-up on my original comment on Roll controlled re-entry, I found that adding this bit of code to the cfg file enables a "Re-entry Mode" function.

    ie. FASA/Gemini2/Gemini_Pod2/Gemini_Pod2.cfg

    code added:

    MODULE

    {

    name = DescentModeModule

    DescentModeCoM = 0, -0.40, 0.25

    }

    I believe this function relies on the BobCatUtils DLL, which is found in this pack

    http://www./download/4kkt1i24zr96dki/Soyuz_Pack_2.zip

    Using this simple function, you change the centre of mass of the craft when you choose (you want to choose during/before re-entry) which allows you to control the Lift generated by the craft by controlling the Roll position. Due to the excellence of FAR, this simple modification allows you to control Re-entry G force, Landing location, and allows you to Jeb up re-entry in a bunch of fun and exciting ways. Adds much flavour and excitement to the process of re-entry.

    I have used this for the Gemini and Apollo craft, generally asserting roll control using small RCS quads, or the Mercury Roll pod attached to the surface of the craft. Surely a more experienced or respectable Modder could achieve the same effect more elegantly.

    If people are interested in further information about how to mod for this function or make it work, I am happy to help. Just gauging interest.

  5. For the re-entry part, have you seen Bobcat's updated Soyuz?? It has a landing mode which moves it to controlled re-entry attitude and scorches the capsule. Mebbe it could be coded to work with Apollo?

    Cool! I will have to check that out. I have gone over Bobcat's parts in the past, but have been focusing in FASA Saturn 5 hardware recently

  6. I am not sure if this fits under the Nova heading, but if you find it different enough, I submit it for consideration.

    There are a number of designs for Saturn MLV hardware, including those that use the original engines (F-1 , J-2) in increased numbers and uprated version (ie. F-1a) as well as new engines and hardware (M-1, 260 inch strap on solid boosters, liquid boosters)

    As seen in the below image, and Astronautix

    attachment.php?attachmentid=44900&d=1301805090

    The solid boosters I can relatively easily create with Stretchy SRBs, and the stretched tanks can similarly be done with Stretchy Tanks. The one difficulty I have that I think could quite easily be created are thrust structures to support 2 F1 engines, or 7 J2 engines for enhanced second stages. M-1 engines would be nice, but I recognize it to be a great deal of work to create those. If there was a thrust structure for a Saturn Stage 2 that would fit 2 F1s, I don't find it hard to create a varient F1 with the characteristics of the M1, as has already been done for the LR 87 and LR 91 varients.

    I have also been fiddling with moving the centre of mass (CoM) of the Gemini and Apollo capsules, to allow for lift creation and control to choose the re-entry profile and landing site, as done by the real capsules. I have found a way to use the existing Apollo capsule RCS to control roll during re-entry, so I just tack on a different RCS to control Roll.

    This is my round-about way to ask that thrust structures for the stage 1 and stage 2 Saturn 5 be created to allow Saturn MLV / Nova hardware to be built in game.

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