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Everything posted by Ravenchant
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[1.2] Procedural Fairings 3.20 (November 8)
Ravenchant replied to e-dog's topic in KSP1 Mod Releases
Hey! Does anyone know how to adjust the noseConeShape values in order to create a "blunt", ESA Soyuz-looking fairing? I toyed with the values for a while, but I just couldn't reproduce a similar shape. -
[1.0.5] Gryphon textures for Procedural Fairings v1.4
Ravenchant replied to Ravenchant's topic in KSP1 Mod Releases
I can try, but only once they're no longer confetti Also work in progress: something similar to Proton, using one of DirtyFace83's flags...but it doesn't scale well. -
As of 1.0.2, do you think the engines are balanced?
Ravenchant replied to Laie's topic in KSP1 Discussion
Very well. Vega has pitch and yaw actuation of 6.5° on its first stage. 7° on its second stage, 6° on its third stage. Don't know about roll. Source The aerojet boosters used on Atlas V can be deflected by 3° on one axis. Source Both kinds of boosters used on H-II rockets gimbal, though I couldn't find info on how much. This includes the Epsilon 1st stage. Source The Shuttle boosters had actuators for both roll&pitch and yaw (!) and could gimbal for 8°. Source India's PSLV uses a liquid injection system for yaw and pitch control of its SRB. Roll control is achieved by small verniers. Source AFAIK the Titan boosters used a similar system. You can see the fluid holding tank here, it's the red thingy. Both solid motors of the IUS had thrust vector control; Orbus 21 gimballed for 4°, Orbus 6 for 7°. Source Really, it's harder to find solid motors that don't have some kind of thrust vectoring. Edit: a payload capacity of 2 tons is also not that bad if you use solar electric propulsion. Edit #2: one more link Castor 120, the motor used as first stage on the Athena and Antares' upper stage, has 5.5° nozzle actuation. Minotaur isn't much different. Source On the other hand, early Japanese Mu launch vehicles up to M-V didn't have any control that I know of Holy edits, Batman!: Now on that we agree. Hell, 3.75m rockets can be powered by 1.25m engines, as long as you use enough of them and don't care about the cost that much. -
[1.0.5] Gryphon textures for Procedural Fairings v1.4
Ravenchant posted a topic in KSP1 Mod Releases
(WARNING - OUTDATED AND POSSIBLY BROKEN) This is a small mod adding four new types of procedural fairings to e-dog's PF. Since they won't be of much use without something to attach them to, an install of the aforementioned Procedural Fairings is a prerequisite. The currently included fairings are: - Angara-style with three texture options. - generic grey fairing one w/ Black Arrow texture option - Tsiklon-style - Soyuz-style As of version 1.1, this addon comes bundled with Snjo's awesome Firespitter plugin. Download here: Warning: update 1.4 changes some part and texture names and might be craft-breaking! For those who have a previous version installed: remove the fairings from all crafts that use it; delete the entire "GameData\Gryphon folder; install new version. Send me a PM if you need a download link to the old version. CHANGELOG 1.4 - fixed shading bug on all fairing types - new interior for Angara textures - better texture compression used, should reduce the amount of off-colour pixels - updated typos and manufacturer info ________________ 1.3.5 - increased the grey texture's resolution and made a new interior for it 1.3.1 - minor fixes 1.3 - added Soyuz 2.1 fairing, fixed boattail of blank Angara texture (no detailing was showing up) 1.2 - added two more texture options, updated some normal maps, added texture switcher to Grey fairing 1.1 - added Firespitter texture switching functionality to the Angara fairing, updated Tsyklon interior 1.01 - fixed config file for grey fairing to include the ThermalMassModifier line and...not explode. 1.0 - initial release ISSUES - Textures are way too glossy. I'll need to fix this somehow. - "Angara" and "Grey" parts show up without texture in part list. - I'm bad at making believable interiors INSTALLATION Download. Unzip. Move "Gryphon" and "Firespitter" folders into your GameData folder. LICENSE AS OF 23.1.2016: the Firespitter plugin is made by Snjo, accessible here. Procedural fairings mod and models are made by e-dog (using a CC-BY license) the outside textures are made by me and are licensed under a CC-BY license. Download icon made by Designerz Base. Roscosmos logo and mission patches belong to their respective organisations. Additionally uses CC-BY licensed textures by Sweetsoulsister, halfthelaw, Bob Hosking, webtreats, seier+seier, Paul LLoyd. Links in readme. And thanks to blackheart612, and others, for inspiration and help! Work in progress:- 46 replies
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I don't invent dishes or anything, but I'm skilled enough in the kitchen. Unless it comes to frying. Can't fry for the life of me. Exhibit A: these "spring rolls". So much sesame oil wasted...
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.24.2 Realism Overhaul Craft Repository
Ravenchant replied to ninjaweasel's topic in KSP1 The Spacecraft Exchange
Edit: I just realised what an epic necro this post is. Apologies. M'kay, here are two small rockets for when you only need a tiny satellite in orbit and/or you want a Redstone-derived launcher. Payload is about 100-120 kg to an equatorial orbit from Sriharikota. Lakshmi IV Lakshmi IV-S Mods: FASA, blackheart's procedural fairing bases, RLA stockalike. -
KOSMOS 3/14/2015 RD-170 Family Released!
Ravenchant replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Many thanks! I'll try to keep quality high -
KOSMOS 3/14/2015 RD-170 Family Released!
Ravenchant replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Hello! I was making some alternative Procedural Fairings textures based on Blackheart612's texture set. Blackheart pointed out that the texture on the inside of the fairing came from KOSMOS, which I somehow managed to miss. Can I release the fairings as long as the license remains the same (with an additional credit to Blackheart)? Two of the three fairings in question are shown here: Proton-ish Angara (I've since removed the Russian flag) Cheers! -
Cannot use landing gears as bearings in KSP 1.0
Ravenchant replied to Jon144's topic in KSP1 Discussion
May I suggest Infernal Robotics? -
Realism Overhaul Discussion Thread
Ravenchant replied to NathanKell's topic in KSP1 Mods Discussions
Quick question! I've just begun using the 11D33 kerolox engine for an upper stage and the GUI always says "Fuel flow: very stable", even in orbit with RCS turned off for several minutes. What could be causing this? -
What Are Things You've Heard That Made You Facepalm?
Ravenchant replied to michaelsteele3's topic in The Lounge
Come on, Yahoo Answers is a low hanging fruit. Half the people there are trolls, and the other half post troll bait. -
Right, I started writing config files for BoxSat. The body will be a stand-in for ESA's Proteus bus, and the tape antennae look similar enough to Cosmiac's. Also: Could the Vanguard engine from Lack's SXT pack serve as a stand-in for the Tordenskjold engines developed by Copenhagen Suborbitals?
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Realistic Solar System Crafts - MEGATHREAD
Ravenchant replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
The second stage is powered by a RD-0109- I think the model is from Ven's stock part revamp. The kickstage motor is a STAR 27, from Novapunch. -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
Ravenchant replied to blackheart612's topic in KSP1 Mod Releases
Ah, I thought you made the inside texture yourself. I'll contact the original makers about it. And of course the whole shebang needs to be polished up. Thanks for the kind feedback! -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
Ravenchant replied to blackheart612's topic in KSP1 Mod Releases
Hey Blackheart612, I tried to put together two sets of fairings based on your PF textures (and DirtyFace83's flag pack for the logo) in case you're interested. Proton-ish and Angara -
Realism Overhaul Discussion Thread
Ravenchant replied to NathanKell's topic in KSP1 Mods Discussions
If the mothership has an antenna that can reach both mission control and the satellite, there should be no problem. Then again, I use RT2, not Antenna Range... Question: My install works well for the most part, but there is one small issue- the FASA launch tower retracts upon loading the flight scene. Changing the staging order doesn't seem to help. Any ideas? -
Realistic Solar System Crafts - MEGATHREAD
Ravenchant replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Hellblazer, that is a gorgeous picture! Cell-shaded? This is Iskra v1.2, my current go-to launch vehicle for small payloads (read: ~900 kg or less). Two kerolox stages, the upper one has three-axis NO2 attitude control. Flies really nice Here it is carrying a dual payload + kickstage into a Molniya orbit And yes, I do feel humbled at the sight of those huge...rockets of yours =P -
Hey, people! Are there any parts missing RO configs that I could help adding? I'd like to contribute somehow, but programming is not my cup of tea, so... Edit: Nevermind, I read the wiki =) Edit 2: How does one remove engine shrouds via the Module Manager file?
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The Progress looks very nice! Is it the AXM version? And yes, I second the blog recommendation. Learned a lot from it.
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While quantum tunneling through an antire planet is technically allowed by the laws of our universe, it's not plausible. It's not even bloody likely on astronomical timescales QT is possible because particles as such aren't mathematical points but rather "probability clouds" (in atoms) or just "washed out" by the good ol' uncertainty principle. When measured, the probability of the particle being in a certain spot is directly proportional to the magnitude of its probability distribution in that spot (actually the square of that magnitude, but you get what I'm saying). The magnitude, AFAIK, decreases exponentially with distance. It's just enough to allow QT microscopes to work, but the probability of even a single particle, nevermind an entire ship, tunneling through thousands of kilometers of space is so laughably small that we're probably better off trying to invent a hyperspace drive instead
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I'm trying to determine if this is a troll post or not...but it's hard.
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Eh, less forum activity doesn't mean the game is dying. It's time for midterm exams, and a lot of the playerbase is in school. You don't want them to launch rockets when they should be studying, do you now ? As for me, I used to be active on the forum, now I...skim through the Addons section from time to time, but that's about it. Chalk it up to three factors: 1) hardly feeling like playing KSP during the past few months (burned out) 2) having to focus on university work 3) I found /r/kerbalspaceprogram and like it more than the forum *shrugs*
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Glad this sorted itself out! I wanted to suggest the possibility of your headphone cables picking up radio signals, but then- what could sound like Kerbals? Eiffel 65?
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Hey, it looks great! Also: your workspace is a lot less cluttered than mine Aaand as I didn't visit the forums much during January, here are the long overdue pics of the finished Soyuz! It has since found its new home as a birthday gift for a fellow space enthusiast
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Pozdravy from the country-you-always-get-confused-with That's a nice little lander!