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BahamutoD

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Everything posted by BahamutoD

  1. Hmm, so what are you suggesting? Btw, here's the RS-68B (one of the 6 main engines for the Ares V core). I can't seem to get gimballing to work in RSS/RO though. I've tried stock modulegimbal, the klockheed martian gimbal, and the exsurgent engineering smart gimbal. For some reason they work fine on other parts, but on this engine, nothing. Anyone got an idea as to what might be wrong?
  2. I want to keep it as modular as possible, so there isn't only one way to use it. I think a stretchy/procedural tank is the best way to go for this. I'll try incorporate that decal somewhere, but apparently it has to be a single quad, and theres no space for a flat rectangle on the engines. I'll probably add it to the truss when I go back for an art pass. Thanks! For what, the engine? After I finish more of the parts, I'm gonna make a video showcase, but until then, using your own creativity is what KSP is all about, right? Just go for it. They're resized to 75% instead of 50% like the other parts because it would be way smaller than the LV-N, which I don't think makes sense. All these parts are originally intended for RSS scale so things will unfortunately get weird for normal scale.
  3. They'll smash into each other. The plugin is nice but its not THAT nice lol.
  4. It works for me. Make sure the engines are already activated. BT won't activate engines for you. It should work with all the 'engines' except the Alcubierre drive and solar sail.
  5. Version 1.2 available! v1.2 -added bimodal NTR engines (non-rss version can't switch engine modes yet) -added docking rings -added structural end plate -added adapter/engine mount
  6. Yeah, those are what I meant by 'landers'. They will be pretty tricky and will probably take alot more time than all the other parts.
  7. frizzank, maybe you could announce a new challenge for this week, then the winner of last week's challenge can set the challenge starting next friday. That way, there'll be more time to vote and we can have a full week before the next part is due.
  8. After Copernicus, I'll do 2 or 3 Ares parts, then the Mars landers' parts. Nice use of the truss! That lander fits perfectly.
  9. Another progress update. I finished the adapter. Look, you can put stuff in it!
  10. Thanks man~ Your video was inspirational to say the least! The regular KSP specs for the engine loosely follow the specs from that reference document: 110kn thrust, 915s isp, 3.5t. For the realfuels/solarsystem version, I'm trying to follow it a bit more accurately, but I'm still playing around with it to get the balance right. Right now its 3.78t; LH2 mode is 111.2kn thrust, 941s isp; LH2+LOx is 485.7kn thrust, 514s isp. Sweet, tell Jeb I'll take a Guiness.
  11. I didn't know firespitter had its own engine modules .. I'll try to add support for them later.
  12. Not sure exactly lol, I'm just gonna keep chugging away on my pack for now.
  13. It's all good. I made the red NASA logo a bit smaller, you won't even notice it! haha Yup, that's next on the list. I just finished the 7.5m docking ring. The adapter piece will resemble that end piece of the LH tank where the engines are attached in the reference pic. Yeah I like that pod. If you look again at the pictures from the first post, you'll see that I'm already using them! They need a bit of tweaking to convert to RSS though (off-center COM for aerodynamic control in reentry).
  14. Doh! Why didn't I think of that? I'll use that where appropriate. Thanks!
  15. Here's the work in progress BNTR. This engine doesn't exist beyond the proposal and early testing phase IRL (I think), so all concept pictures looked different. I went with the stock-ish look again, but I might add a little more detail. The plan is the standard version will have more thrust and isp than the stock nerva, but have a larger size and mass. The RSS version will use RealFuels and have the LOX enhancement feature where it injects LOX into the nozzle for more thrust/less isp. I think there's already a config in RF to make the stock nerva do this. Edit: oh and the whole "Bimodal NTR" thing: It also generates electric charge while idle. ref: http://eltamiz.com/files/BNTR.pdf
  16. I admit I haven't given much thought to mass yet. I'll figure it out for each version (referring to real densities or specs if available for RSS, and refer to stock ksp parts for standard) and update it in the next release.
  17. Check to make sure that all the followers have activated engines. The leader's throttle gets limited to match the max thrust of the slowest follower, so if any ships have 0 thrust, then the leader will be limited to 0 throttle. If that's not the case, send me a screenshot or a detailed description so I can see if its a bug.
  18. Alright, I put up a link for 'standard size', which is 3.75m. It's still supposed to be big. Luckily, the big orange tank fits perfectly~! Next, I'm working on the NTR engines, and will make some structural adapters and docking rings for the trusses. (In Constellation, the large and small trusses are parts of separate payloads which get docked together in LEO).
  19. You can change it to a 3.75m part by changing "rescaleFactor = 1.2" to "rescaleFactor = 0.6" in each part.cfg. I know, its inconvenient, but when I make more parts, I'll add an option to have them all set to non-rss scale. I put up a standard size download link.
  20. Thanks guys! I've decided to change it to the real world scale. I took the download down so that less people install it and discover that the part suddenly gets bigger in the next update. Sorry! Edit: Updated to v1.1; download available. From now on, all parts will follow the real world scale. I'll either post instructions to scale down, or a separate pack/config for non-RSS ksp scale later.
  21. Hey, I just now found your thread, while looking for reference pictures for my own project. I really didn't know you were already doing this! Here's my thread: http://forum.kerbalspaceprogram.com/threads/76841-%28RSS%29-Constellation-Essentials-v1-Copernicus-MTV-Trusses I am totally down to join forces with you, if you are willing. Its unlucky that we picked the same part to start off with (major facepalm).
  22. Constellation Essentials Download V1.3.1 for RSS/RO - Real scale parts. (7.5m MTV, 10m Launcher, Realism Overhaul+related mods required) Download v1.2 Standard - KSP scale parts (3.75m) I watched katateochi's Constellation video again, which lead to me watching NASA's rendered demonstration of the Mars mission again, and got inspired to make some parts from the mission and recreate it in RealSolarSystem. The first set of parts help you construct the Copernicus MTV: (Image from NASA, I assume) Screenshots: .Changelog: v1.3.1 -fixed gimbal on engines in RO v1.3 -added RS-68B to RO -added 10m, 6 engine mount to RO v1.2 -added bimodal NTR engines (non-RO version can't switch engine modes yet) -added docking rings -added structural end plate -added adapter/engine mount v1.1 -Rescale to real size for RO mode -added standard ksp scale (3.75m) v1 -Initial release (two trusses) Todo: Copernicus- -Add LOX injection mode to standard BNTR Ares V- -J2X engine (maybe, I think some already exist out there) -7.5m fairing/payload mount -Stretchytank textures Cargo+Hab landers- -frame -legs -reentry shell BNTR -Standard: 110KN, 915s, 3.5t -Realistic (2 modes): 111.2-485.57KN, 941-514s, 3.78t RS-68B -Standard: not yet available -Realistic: 3552KN, 366-414s, 6.7t Other essentials: Porkworks' Habitat pack Procedural Parts or Stretchy SRB. (I use stretchySRBs, because at the moment proc.parts has issues with real fuels). CC-BY-SA
  23. Maybe its just the nature of super scaled up planets, but when I was testing a Mars cargo lander, it appeared that Mars was breathing! I'm worried about attempting to build a base on the surface.
  24. My fault! Why thank you. Other things I work on are linked in in my sig. I really should get back to this, shouldn't I? Bugs to fix; parts to make... My excuse is that since .23.5 came out I've been playing with RSS v6.
  25. I didn't even think about that. That would be cool! But yeah, I think the only things I need to do for it to be fairly releasable are staging, the rest of the action groups, and a better steering system. Then I'll see about KSPI and/or locking formation on rails.
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