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ANWRocketMan

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Everything posted by ANWRocketMan

  1. It's not actually *PART* of 0.23.5. But the new ARM update has its own strengthening added as a result of Unity updates that made it possible. KJR has it's original strengthening features disabled in light of this. As such, it's not a conflict.
  2. It logs two 'SCREENSHOT!' entries per screenshot, but they happened after the slowdown. I'll reinstall and see if one of the mods I previously had installed isn't causing the problem(they're removed now though).
  3. This is all I'm getting: p.s. Just in case, I was using the old keyboard controls to resize. I just tested using tweakables and it still happens.
  4. @e-dog: I'm not getting any issues with large/weird payloads: However, there is another issue when you make the top part of the interstage smaller than the base(as most designs will have) and the game starts lagging EXTREMELY badly, as in it freezes for a minute and then goes on, it freezes again, continues for a frame, freezes etc. This also includes making the base bigger than the top radius. Extending the top radius bigger than the base works perfectly fine. I encountered this while using procedural parts, as well as stock parts. Nothing was attached to the interstage's nodes in my further tests(no image).
  5. @ferram4: Sorry to bother, but what are the guidelines for proper node sizes?
  6. Is there any chance you could make the pod with all the extras(thrusters and the like) not auto-built in? Or just the old model without them also added to the package?
  7. Is there any way to make the background noise disappear when you are in a vacuum in "3rd person" view? That would be nice. Thanks for the breathing and airlock fix BTW.
  8. The only thing I need now is the normal fairing bases should be procedural too. Then I'm a happy puppy playing Real Solar System. It's really irritating having to make new .cfg's ever time I need an oddly sized fairing base.
  9. Read 2 or 3 pages back, @ferram4 explains how to re-enable the functions of KJR. Then you won't have a problem anymore(shouldn't).
  10. @edemlama: They are bending now because the original features of the mod have been disabled in v2.2 as the new ARM update of KSP has tsructural integrity updates as stock. They're not as powerful as the ones in KJR though. I'm having some other troubles with KJR in ARM though...
  11. @ferram4: I'm having what I remember to be an old bug: whenever you timewarp in ARM using KJR v2.2 the physics locks up when you exit TW and makes one specific part on the vessel(the root part) get stuck in space. Everything else moves and behaves fine but the vessel cannot rotate, it cannot accelerate etc. This with default settings in v2.2(so all the original features disabled). I'm hoping this can be fixed for usage in Real Solar System as the stock feature is not strong enough for the size/scale of rockets in RSS. I'll post some more detailed information on the bug/problem tomorrow morning, don't quite have the time now.
  12. @AbeS: Is there any way to calculate multi-planetary trajectories? Such as getting a gravity assist from Venus to end up at Mars? Or grabbing an assist from Jupiter heading for Pluto?
  13. This my as-of-yet unnamed launcher. It has a payload of 47.8-tonnes to 200km x 200km LEO. I'm launching a test-article of my Lunar Crew Transfer Vehicle. Beauty shot on the pad. Booster, fairing and LES(more on that later) separation. It uses a J-2X as a second stage engine. This image just shows off the Distant Object Enhancement mod. You can see Mercury, Venus and Jupiter in this image. If you look very closely, just above Mercury and Jupiter(close to the Sun) is a single pixel of light which is the Launch Escape System we ejected earlier. It's quite amazing to watch a small object that used to be part of your launch vehicle flying by 50km above your head. I love this mod! Payload separation. Spacecraft position at MECO.
  14. Here are some historical images of re-entries from my adventures: The re-entry of my first properly successful Duna mission. You can see the habitation module, transfer module and service module going down in front of the pod. Creating this transfer took 3 Launches, in addition the Lander and Habitation Module on the surface of Duna took 2 launches each. I like role-playing... The rest are all from Real Solar System: This i8s my failed Luna-1 mission re-entering after it failed to reach orbit. It burned up soon after. The geo-synchronous WarpSat-3 is re-entering after being replaced by the more advanced CommsIP One. This is a Lunar mapping satellite re-entering from the Moon after 60 days of service. I used it to test re-entry speeds and trajectories from the Moon for my first manned mission(which hapenned, but I somehow didn't take screenshots of the re-entry).
  15. I launched a mapping satellite last night after class(Electrical Engineering) and let it map: Flying over the North Pole. Ho ho ho! Here you can see the Sun's light reflecting off of Mercury, Venus and Jupiter.
  16. Got the fnal SCANSat map done. In-game it's very high-quality. *I didn't really consider my orbit all that well, so I ended up spending 44 in-game days to map the entire planet(there might be a spot or two still left unmapped).
  17. Some good news from me @ferram: It works! Thanks for the update. I have no more issues with my rockets... Now just to scale down my gimballing F-1 engines... On the TT-70 decoupler issue: I don' t seem to have trouble with them anymore. I noticed on one of my rockets where the SRB's attached to them flexed by about 2 or 3 degrees, reverted to their original position and gave no problems from there on. They even work properly with my NOVA C-9 whose boosters weigh around 4 100 tonnes each(held together simply with a double set of Heavy Struts from KW Rocketry.
  18. Just found out that SCANSat works... Pretty well... I've never even used it before. The resolution is very low, but that might be because I'm using the Basic RADAR Altimetry scanner. Yes, I know that's a terrible mapping orbit!
  19. @ferram4: How can I determine what speed a re-entry vehicle will have as it descends from a certain altitude through an atmosphere? I can do the orbital mathematics myself but the aerodynamics is not my strong suit. I want to determine how much dV my retro-rockets should have to slow me down to a desire-able speed for example at a certain altitude and speed. The only way I can do this now is to actually fly the craft out there and test it but that takes a lot of time and effort to design a ship with almost the correct characteristics but is not the final product.
  20. @Heinrich Schmied: They are like that deliberately. It makes the engines look better/more realistically mounted(for some of us). As long as the tank they are attached to are long enough.
  21. Just watched in my YouTube subs. I Like it !
  22. Yeah, basically. The inter-stage fairing makes a very blocky shape whereas I want it to taper outwards directly from the inter-stage base to the end-point. L does not change the shape of the fairing. So, yeah. I want to create, for example, the Curiosity aeroshell. But that's impossible with the shape the inter-stage makes right now.
  23. Is there any way to make the inter-stage fairings have this shape? Without the bottom inter-stage and the straight bit of the fairing.
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