MDBenson
Members-
Posts
500 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MDBenson
-
Already tried both those. I use KJR by default and I tried setting the throttle limiter at various settings and it still tore apart. :\ The problem is the mass of the central booster + the 2nd stage and PPTS. The difference in inertia causes the outer boosters to just rip off. I also tried igniting the engines before I released the supports, different support setups and a few other things like supporting different areas of the rocket. I've also had an issue with the stack snapping at the bottom node of the 1st/2nd stage decoupler with and without the cross-feed setup.
-
That's actually good to know as the 5 and 7 booster configs are really tricky to fit the cross-feed fuel lines to, I just won't bother in future and run it like that instead! IIRC one of the launch configurations of Soyuz also doesn't fire the core booster until stage 2? EDIT: I had to seriously strut the rocket to get it to fly using the 4 outer boosters. It just ripped itself apart or snapped the upper stage off the core booster. Got it to fly eventually but used so many struts it looks a little silly :\
-
BobCat Ind. - Colonization, exploring and research vehicle
MDBenson replied to BobCat's topic in KSP1 Mod Development
I'd just like to say this looks epic. Realistic enough to intergate with real-world rockets and futuristic enough to do some amazing stuff. I love the pop-out tunnels and hab modules. Very creative! -
[0.22.X] BobCat ind. Historical spacecraft thread
MDBenson replied to BobCat's topic in KSP1 Mod Releases
Since 0.23, .ship files that contain missing parts (i.e. not in GameData) also show as containing locked, one nice change I noticed (I only play in Sandbox mode right now). -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
MDBenson replied to Normak's topic in KSP1 Mod Releases
So, what, we just throw away the APAS-69 and use something else? For now I think Bobcat's Soyuz docking port will probably do it. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
MDBenson replied to Normak's topic in KSP1 Mod Releases
cBBp: Have you made any progress with remaking the APAS-69 docking ports? I have the latest KOSMOS and 0.23 and they are still malfunctioning If there's a fix for it I'm sorry if I missed it, the thread is very long! -
I tweaked the .craft file and dropped it here, I used stock seperatrons to pop the boosters off but they could easily be replaced by something nicer by MrTheBull https://www.dropbox.com/s/myk4csqotalygxk/ANGARA-5.zip
-
I tried this the other day and I like the way it looks and it seems to fly okay, it didn't even pinwheel when I slapped it about in the gravity turn! I do have one issue with your Angara 5 craft, the boosters don't have any ejection force at all, so if I ejected them whilst in a turn (I flew at reduced throttle to keep from pushing too much over terminal velocity) they demolished the central booster stage. Might be nice to put some small separation motors in just to flick them away from the main rocket body. I didn't get a chance to dink with the IVA because the RasterPropMonitor part wasn't installed, but I will add that and see what cool stuff I can do there Otherwise it looks great Oh, also can we have a .craft for the other Angara rocket stacks?
-
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
MDBenson replied to Yogui87's topic in KSP1 Mod Releases
I knew that Yes, sorry, mental block, it's a Atlas 5 541 configuration. There's no such thing as a 504 currently AFAIK? They all use single engine Centaur upper stages (indicated as you say by thew '1' at the end) at the moment. Anyway! Yes, a minor rescale will fit it neatly into the 5m Atlas fairings, it's pretty-much the correct size. -
Laz: Can we have an option to turn off the blue light in the cabin? It's so bright it illuminates the ground by the launchpad, I'd love to be able to just flick it off, it kinda bugs me if I'm honest Also the F9 1.1/Dragon 2 stack doesn't seem to fly terribly well with FAR. I've had numerous issues with it falling over on gravity turn (using MechJeb 2.1).
-
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
MDBenson replied to Yogui87's topic in KSP1 Mod Releases
Pandora id 65% of real scale, same as any other scaled realworld part. It shouldn't be hard to launch using 2.5m parts and Procedural Fairings. If you want to do it really nicely, you can scale it to about 0.9 rescale factor and use the United Launch Alliance pack and the Atlas V 504 rocket from that as that's what it used IRL. Also, no rescaling doesn't rescale the nodes in the .craft file. You have to rebuild it on the smaller scale, but it's not super hard. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
MDBenson replied to Yogui87's topic in KSP1 Mod Releases
I'm well aware of that (did you not look at my part resize screenshots?), What I'm saying is *yes* it's supposed to fly that way around, but it also doesn't work from the guidance POV that way around. The package itself is fine but it needs some way to compensate on the cruise stage for being bass-akwards as far as KSP is concerned. As it is now, if you added a flight computer to the cruise stage it'd be upside down too (and also it didn't have one IRL IIRC , the guidance was all in the skycrane/rover package). If you fly it realistically it just isn't working right with MechJeb's guidance until the landing stage. Anyone fancy writing an IMU re-alignment script? -
[0.22.X] BobCat ind. Historical spacecraft thread
MDBenson replied to BobCat's topic in KSP1 Mod Releases
So awesome... I had to look around on the floor for my jaw after that video. Stunning work, I love the parachute system -
Okay, complicated question time: (The last image isn't relevant, but it looks pretty ) I built a replica Delta IV Heavy using StrechyTanks (current StretchySRBs version), Modular Fuels 3.3 and KW Rocketry and used PFairings for the inter-stages and intertanks. I have a problem with the main and booster stage. I had to turn fuel crossflow on in the the PFairings parts that for the fuselage connecting the (upper) LO2 tanks and the (lower) LH2 tanks in order for the engine to work at all. I also added fuselage at the base where the engines mount, which also has crossflow on. The result is, as you can see in the gallery, the center engine cuts out really early as it's LH2 supply is exhausted. The LO2 tanks behave just fine and all drain at the same speed, but it seems the centre LH2 tank is crossflowing to the outer tanks and starving the centre engine of LH2 Any ideas? I've tried disabling and re-enabling the cross-flow on all the fairing base parts. That has no effect. EDIT: Confirmed - if I put fuel duct from the outer tanks back to the middle it effectively 'zeroes' the transfer effect, making all the LH2 tanks drain at the same rate. This makes the rocket work but alas defeats the object of my special engine config I brewed for the boosters to allow me to throttle down the centre engine to save fuel in the early stage.
-
[0.22.X] BobCat ind. Historical spacecraft thread
MDBenson replied to BobCat's topic in KSP1 Mod Releases
New Soyuz model and textures look awesome. If this is what the rest of the updated pack will look like then I'm drooling at the prospect This is a really potentially stupid question, but has the Soyuz Descent Module go the retro rockets in the bottom for making a slower landing? I see the spots on the bottom after the heatsink separated. -
Good point, I (obviously) didn't think of that.
-
Right now you can manually make fairings with custom textures and shape (I think??), like are included in KOSMOS. It might be a nice aesthetic feature to have multiple textures but, honestly, nearly every rocket I've ever seen had white fairings, some were grey, odd ones black but most are white but of course, KSP is all about building your own ideas and designs, so it's an interesting idea nonetheless
-
International construction ISS in Kerbal orbit.
MDBenson replied to BobCat's topic in KSP1 Mod Development
There was a plan to repurpose the MIR docking module and modify it to use as Rassvet. I dunno if Dragon01 got anywhere asking about that? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
MDBenson replied to sumghai's topic in KSP1 Mod Releases
Would it be feasible to build an 'empty' parachute ring that I could drop on top of the capsule and put my own docking port on? It's only an aesthetic thing but I use MIR/Soyuz or APAS docking ports for a lot of missions and I have to mout chutes on the side of the capsule instead of the top without messing up the fitting of the nice aero-dome fairing. Also, with the Avionics Ring the two mounting nodes are too close together, I frequently find I've mounted the lower node to the heatshield and as a result the sep fails. I also have noticed the sep doesn't work on the sevice module, I have to right click and 'Decouple' it, in spite of the sep being in the staging it doesn't fire. -
[0.22.X] BobCat ind. Historical spacecraft thread
MDBenson replied to BobCat's topic in KSP1 Mod Releases
Speaking of which, one thing I've always thought was missing from BobCat's Soviet pack was the APAS docking port (as used on Kristall and SO for Shuttle and would-have-been Buran docking) - It was also used on Apollo-Soyuz IIRC and also on the PMA adapters for docking the Russian and US segments of ISS and the Space Shuttle. Would be nice to have on a revised MIR pack -
[0.22.X] BobCat ind. Historical spacecraft thread
MDBenson replied to BobCat's topic in KSP1 Mod Releases
I tested the Ares-I Orion on a stock 0.22 install with and without MechJeb2 and can confirm that the Orion 'twang' under thurst issue was not related to either the American Pack or MechJeb 2.1. Still looking into it. Bit confused now. May have been ProcFairings. Will just use Ares I to launch it for the time being.