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Pappystein

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Everything posted by Pappystein

  1. I just made the pre1960 version of the Saturn C-2 with the old parts. Take the S-IVC extension tank and the twin J-2 mount... combined together with 2 new J-2 engines that is the S-III stage (or a close approximation) Stack it between your S-I/S-IB/E-1-SI stage and the S-IVB stage. Viola, enough thrust and dV to easily attain orbit. yes you end up using 2x of the S-I to S-IVB interstage but so what Curiosity question, Any chance of an update to the Gemini elevator to support SRBs up to UA-1208 in size? IE remove the side skirt below the "cabin" at the top/ make a cabin extension? That way I can use an elongated elevator to support manned launches off of latter Titans.... (no issue if it isn't in the cards!) I just like the look of it.... (looks for screenie with the setup I am using ATM...) My super-Mun flyby (JNSQ) from Sunday.
  2. I believe Jumpseat is known to be a Hughes Aircraft "Spinning" series of satellites, hence my question about the HS-748 bus. And I realized after that post that the HS-748 is a turboprop airliner from Hawker Siddeley (BAe) I was looking for the Hughes Spacecraft 300 series (so HS-333 or so)
  3. ABSOLUTELY AWESOME! Hughes HS-748 bus yes? Makes sense to me. And that is sort of my Headcanon as well when I play with the parts. Clipping the legs actually interfered with docking with the CM when I tried to make it fit many moons ago. So I have always either launched it with a Vega or Transtage into Munnar orbit. OR when I have Saturn Technology, I launch 2 to 4 of them on a Saturn V with a VFB module. The VFB has the same docking port as Agena meaning my Gemini capsule can dock there... It takes some janky steps to make that work but it is an interesting concept and use of the VFB module on a S-IVB to make a Moon station for shuttling landers up and down.
  4. Thanks for the suggestion. I use NRAP as a Lawn Dart test... IE I do impact science with it as well Asssuming I don't get caught on impact mid physics update.... then it just dissapears
  5. Too many parts and not doing a Space station so at this juncture no. Like I said, I may add in the future as need be. I have already discovered like 9 mods I *NEED* Blizzy tool bar anyone? WHOOOPS! Thanks for the offer! My last playthrough didn't work but I had "other problems" with my JNSQ playthrough and didn't want to bring it up with those other bugs hanging so this is my 2nd attempt. I am impressed by the detail you went into in the mod and hope I can get it working!
  6. So I thought I would share my Decision about what to use for my next playthrough. So I was going to jump back to GPP and realized that it hasn't been fully supported for a while. Sticking with JNSQ for the moment... I am utilizing the following support mods for flight planning and control: MechJeb KerbalEngineer KSP Trajectory Optimization Tool I am utilizing the following Graphics Mods: Scatterer EVE-Redux TU/TUFX These are the utility mods I will be using (some are also parts mods!) NRAP variable mass test payloads Editor Extensions Tweakscale SmartParts Kerbinside remastered and requirements ModularLaunchPads SCANSat KerbalAlarm Clock Additional Parts mods (may grow) Near Future (aka Nertea mods) Solar Exploration Cryoengines KerbolAtomics Electric StationPart Expansion and Redux Restock/Restock+ Recycled Parts (Kommitz and Porkjet nukes mostly) Eisenhower Astronatuics Rocket Motor Menangarie (for CH4 Titan V launches!) That is about it for now.
  7. So I am looking for opinions. I have just deleted every mod out of my KSP folder. I am building an entirely new Modset. Core to the Modset will be BDB (I hope that is a Duh! comment but none the less..) I am looking for suggestions on what to do. I have Played Galileo, JNSQ and never got anywhere with them. Rarely getting past Kerbin orbit. In Stock I did a full tour so I feel like I am under utilizing both Galileo and JNSQ. I have ZERO interest in any RSS play and RO is just plain OUT. What I am looking for is a play-through where I can actually play and plan flight plans like for Pioneer or Voyager missions. A Play-through where I CAN visit other planets and RETURN. I will likely make my new play-through a SCIENCE play-through. Not worried about funding. So here is my ASK. What mods should I include. I am looking at including the Mathlab Trajectory Optimization tool for the mission planning. But what are your essentials to playing such a mission? So please TELL ME what I should be including. I am hoping to have less than a 20 minute load time on my 64GB with SSD system for KSP here! I don't need any fuel patches for BDB (I already have those in a near perfected form and they MAY be rolled to the Extras Folder with the Devs permission) After all with the new Saturn Update most all of my Pafftek section in the Extras folder will become obsolete. Please feel free to share your thoughts. Excepting BDB and the TOT mod I currently have no plans for other mods unless you the members of the BDB forum give me good suggestions!
  8. Nice Photos, RE Jupiter. The Size of Jupiter combined with it's engine was ALWAYS going to put it behind Thor. Same engine but fatter? that equals lower performance in every category except "worst aerodynamic drag". Add that the Turbopump Roll control is outside the main rocket line and you have a very draggy rocket for the engine in question. Now if a different, More potent engine had been installed, with a different type of Roll control.... It did have potential. Just not with the S3D/LR79
  9. No, it is a matter of when KSP does it's Physics pass. If it happens RIGHT at impact it blows up no matter what. It is one of the reasons my old Titan I "seismic probe" was not ever "finished" I used it for a while but when the part it was based on was depreciated. I decided not to make my own part. In the case of the Titan I probe I had to use custom shrunk Airbrakes to have any chance of the probe surviving Orbital speed atmo interface (IE if I did a deorbit from space I had to slow the probe down to under 200m/s to get it to survive. I think I had the tolerances set to 3900m/s In publicly released parts you can see the same thing with the NRAP parts (for testing your rocket)
  10. We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Sorry been staring at Borg Cube cards from the old Decypher ST CCG all day.... saw this and it popped into my head!
  11. QUICK before anyone steps on it. Someone find my JAW it just fell through the floor! Thanks for considering all three docking-port sizes we may want to attach to this part. Excluding some wacky out there concepts for the 4.25m Skylab (like the S-II derived Skylab for example) I think you have hit Just about everything. At an amazing detail level. Are you planning on doing a new Venus Flyby module (or is someone else?) I could see an "altered" Venus Flyby module being used for ETS instead of the Skylab identical parts.
  12. As TaintedLion pointed out.. .Inflatable tube... notice the flat metal plate ABOVE the tube? That would be jettisoned with the tube. I am guessing to make an animated part that "attaches" to the side of the Mercury capsule and releases with the lab... AND gives passthrough capabilities to the crew would be monumental effort for minimal gain Also notice how it shows an Agena A tank not an Agena B tank.
  13. I am not the dev so this is just guesswork... But it is educated guesswork given years of playing the game. They eject upwards slightly to clear the rocket and prevent a re-strike. AKA to reduce explosions on your rocket from striking the rocket before getting far enough away. AKA you WANT them to eject slightly forward. I will add that the Stock fairing base is rounded corners not sharp corners like the BDB fairing bases.
  14. That is why I post this stuff. So thank you right back I am blessed/cursed with a pretty good memory for things like that. Don't ask me if I remembered the SPS's AJ10 variant correctly tho! I have spent a lot of time over the past 3 years studying the AJ10 engine. Not because I think it is a great engine (it isn't) But because Hypergolic and Fuel in general intrigue me. The AJ10 has had more fuel types run through it (by combinations) than any other Production engine in the world. Name a Fuel... and there is a good chance that if the AJ10 didn't get built with it... someone somewhere atleast looked into it. About the only one I am unsure of is Methane (CH4). Here is an incomplete list of the different fuels. Listed by Oxidiser and every fuel I can remember being used in an AJ10 with that Oxidizer. WFNA and JP4,6,8/Kerosene, UDMH and Hydrazine IRFNA and JP8, Hydrazine, UDMH IRFNA3 and UDMH, MMH IRFNA4 (also known as HDA) and UDMH, MMH NTO (Di-Nitrogen Tetra Oxide) and Hydrazine, UDMH, MMH and Aerozine50 MONx and UDMH, or MMH (the x in MONx is a ratio number) LOX and Kerosene (JP4 I believe), Liquid Hydrogen (yes the AJ10-133 was the GE Hydrolox AJ10 for their Apollo program small capsule proposal. I am uncertain if any Liquid fluorine shenanigans hit this engine... but if it did *SHUDDER*
  15. Good job! Here are some helpful links. When I set up my first Repo (repository) there was a link to a bunch of Youtube Videos as well on Github... can't find it now to save my bacon so atleast I can provide these! https://guides.github.com/activities/hello-world/#pr https://docs.github.com/en/github/collaborating-with-pull-requests
  16. @CobaltWolf So happy you kept the Columbium/Niobium blueish black on the TR201! For those not in the Know, Columbium (known in Europe as Niobium... and mysteriously on the Periodic table as the same.... Must be Like Lead) Anyway Columbium, when exposed to oxygen corrodes into a bluish black color. Freshly formed it is almost a mix of polished Chrome and Steel in color. Columbium was used on latter variants of the LR81 (the Agena Engine), and Various AJ 10 marks including the Shuttle OMS (AJ10-190?) 2nd and 3rd versions of the Titan Transtage, AJ10-118F/G/J and K (Delta and JAXA N1 engines) and on the inside of the the AJ10-128 SPS engine for the Apollo SM. That in addition to the LMDE/TR201. The TR201 is a surpluse LMDE that had the advanced control circuit replaced with a much simpler system. Reducing costs and making it easier to program the analog/Digital Autopilot on Delta P. I might be missing a few engine/stage combinations but those are the big US ones I can remember off the top of my head where COlumbium was used in the bell... that you would already know about. I believe the Titan Launch Dispenser's AJ23 engine also had Columbium in the bell.... but all the photos of it are pretty bad and the one YouTube video on it covers a partially scrapped specimen. (TLD was only launched like 6 times for Top Secret Programs.) Pioneer_Steve, Please keep posting your pictures, they are VERY VERY good!
  17. Neat Video, Wonder how long it will last before Tears for Fears (or their label) pull it down. Still Songs from the Big Chair was a pivotal album for Tears for Fears. At-least it wasn't set to Europe's "The Final Countdown" from 2 years latter!
  18. Set the SR119 to fire in the hole. This is a common issue with the Minotaur/Peacekeeper. So at stage 1->2 separation you are activating the SR119 2nd stage immediately (not a separate staging event)
  19. Those patches (and any "3rd party mod" patches are generally not done by BDB's crew.) I don't know about TAC-LS but that is just the rule of thumb I follow. Are you attempting the minimal KH-10 or the full up with orbital resupply?
  20. If you are talking size... 1 trillion yotabytes If you are talking part count, something similar to current? For the Initial release atleast And if it isn't obvious from the first answer, I am joking. a Trillion Yotabytes is estimated to include all the data existing in the world at this moment, be it movie, picture music or on printed word.
  21. I downloaded the master file last week, and I don't have that problem. That points to another mod causing the issue. Suggest Deleting your BDB folder under GameData and then installing a fresh copy. If you have already done this, then post the logs and such as described in my signature below
  22. I have submitted a pull request for the Atlas Surface Attach patch in the BDB_Extras folder. It seems to solve the issue in my game. Note, Only the original Bossart files seem to support surface attach even with this patch. And then, only on the generic tanks (the bottom tank for example does not support surface attach above the LR101 engine mounts as before even with this patch. I am not a model maker but I remember watching CobaltWolf make those original Bossart(atlas) tank parts and specifically, in the model, altering them so they could not support Surface attach above the LR101 plate. I am guessing that both the Atlas SLV3X and CELV parts were done in that manor and would needs some work to fix if Surface attach was desirable on them. I am including the base code line I altered, to lock it to the Atlas parts. please note this is not the full patch but it is all you need to change until the patch is updated to be able to revert your Saturn tanks to bdbBalloon enabled tanks (for the improved mass that those tanks have)
  23. Since I just ran into a completely different part issue with the Minotaur liner... Are you using any alternative Science Tree? I have just tested the Minotaur/Peacekeeper and with the exception of both 1.5m fairings (SAF and regular) not showing up in game (even though they are in the logs.) every part seems to be working OK. I am testing the Tetrix Tree... and I hate to say it, because I know BDB is a lot of work. But there are a lot of problems with that tree and BDB integration. Specifically arround Rocket families and apparently anything and everything 1.5m I have the tree fully unlocked and I can't see another reason why I can not get to any of the Delta/Thor Peacekeeper Athena etc 1.5m fairings The last entry in the log for any of them is the moving them to a Tetrix tree node.
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