AbeS
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
Post pictures of your craft, with MechJeb showing it's stats preferably- 14,073 replies
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- ferram aerospace research
- aerodynamics
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In the adapter.cfg modify this number: MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top1 }
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Are you using FAR? Because it will break it!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AbeS replied to Starwaster's topic in KSP1 Mod Releases
a.g. is a forum member, and I think he means it makes KSP run faster than it did while using DRE?- 5,913 replies
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
You need around 9000 dV, so build a rocket with 11K just in case Also if you have big TWRs add more fuel until you have what you need (1.2 at launch and less than 1 in your upper stage is good for example) -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
AbeS replied to Starwaster's topic in KSP1 Mod Releases
RAPIER engines don't work with DRE yet- 5,913 replies
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[1.0]Vanguard Technologies | EVA parachutes | still works
AbeS replied to Kreuzung's topic in KSP1 Mod Releases
Space + F according to Scott Manley -
KW tapered interstage? I meant the interstage adapter from proc fairings. I think Stretchy SRBs now work with subassemblies, not sure though. But you could use a conic tank without fuel, it would be really light and with an editable shape
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That's another option, but you wouldn't be able to edit the height and widths
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I can think of two solutions: 1- you could use a conic Stretchy Tank and then a normal egg-shaped faring. 2- You could use an upside down interstage adapter below the fairing base. Use conic fuselages in the interstage adapter and egg-shaped fairings in the base. It isn't possible with just one base though. I would use my solution #1
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All right, I left it just as SFJackBauer made them, will change it and see if it works! EDIT: It works now, thanks Nathan!
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It is an AIES engine here are the RealEngines configs @PART[liquidEngineprodulVR2] { %title = LR-87 (two) %manufacturer = Aerojet description = Used in the first stage of the Titan III vehicle, one of the few hypergolic propellant first stage engines in operation. !MODEL {} !MODEL {} MODEL { model = AIES_Aerospace/Engine/AIESengine produlvr2/model scale = 0.83, 0.83, 0.83 } %rescaleFactor = 1.2 %attachRules = 1,1,1,0,0 } @PART[liquidEngineprodulVR2] { @mass = 2.274 @heatProduction = 1 @MODULE[ModuleEngines] { @maxThrust = 2387 @atmosphereCurve { @key,0 = 0 302 @key,1 = 1 245 } @PROPELLANT[LiquidFuel] { @name = Aerozine @ratio = 0.453 } @PROPELLANT[Oxidizer] { @name = N2O4 @ratio = 0.547 } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs origMass = 2.274 techLevel = 0 origTechLevel = 0 maxTechLevel = 0 engineType = L configuration = Aerozine+N2O4 modded = false CONFIG { name = Aerozine+N2O4 maxThrust = 2387 PROPELLANT { name = Aerozine ratio = 0.453 DrawGauge = true } PROPELLANT { name = N2O4 ratio = 0.547 } IspSL = 1.08888888888889 IspV = 1.208 throttle = 1 } } @MODULE[ModuleGimbal] { %gimbalRange = 0.6 } } I'm using it on my first stage, when I reach like 100-140 m/s it overheats and explodes: [00:00:45]: LR-87 (two) exploded due to overheating. liquidEngineprodulVR2 Exploded!! - blast awesomeness: 0.5 Here is an old picture, but it's almost the same rocket, just added more fuel
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
stock KSP parts are heavier than realistic ones -
What does heatProduction do? with RealEngines my engines keep exploding due to overheating. So I changed heatProduction from 100 to 50, no difference. Then I changed it to 1 and they keep exploding at the same conditions, what should I change?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
AbeS replied to NathanKell's topic in KSP1 Mod Releases
Yup, it's horrible your first time circularizing! Stock KSP is so easy -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
AbeS replied to ferram4's topic in KSP1 Mod Releases
I think someone mentioned that the invisible struts disappear when you decouple, maybe that's it- 2,647 replies
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with the intestage adapter you can
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RSS would be the answer, like ferram said, it still thinks the space center is at an altitude of 600km instead of 6,371. Weird thing is though, that without modifying the settings the measurements of the actual antennas are correct, maybe the built-in antenna's work differently or RSS breaks them somehow
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AbeS replied to ferram4's topic in KSP1 Mod Releases
You just don't have to limit your throttle with FAR unless you have a TWR bigger than 1.6 on launch (approximately). And reaching terminal velocity, if possible, isn't really the efficient way to do it. The flipping, in most cases is related to bad design, wrong ascent path or excessive TWR at low altitudes.- 14,073 replies
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