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Pappystein

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  1. Stupid... cool..... Stupid.... Cool.... Stupid... New work schedule. Working 4 10s now but Sunday through Wednesday... no dev stream for me The issue is not FAR. It is using a Launch clamp on the Booster Skirt. Switch to Engine Clamps instead of Skirt clamped... Works fine. I have the same issue without FAR... But I am using KJR-relaunched or whatever it is called... and both mods were originally by the same Author... I will try to check this out in the CFGs Once I get done settling in for the evening @birdog357 Thanks tater! Love History like that. Too bad (or is it good) that she never REALLY flew. That was just an aerodynamic mockup. Also for those of you wondering. The Nosecone in the photo is almost a perfect match for the new BDB nose cone. But the TVC tanks on the Side of the UA1205s is not because the actual UA-1205 modeled in BDB is the most flown SECOND generation (you can tell because it has a smaller TVC tank!) The 2nd Generation SRM also does not have that thick black band at the top. the band in the photo above is actually part of the Nosecone... And is only used on MAN RATED UA120x SRMs. The 2nd Generation Nose cone is therefor shorter because it does not have the cylindrical section that is approximately 2.5 feet thick (1/4th of one segment.) Yes that means a First Generation UA1205 is about 2.5 feet taller than a second generation UA1205. All in all there are 2 and a half (3) generations of UA1205s that have flown on Titans. And 4 Generations were DESIGNED to fly on Titans (and Space Shuttle!)
  2. First off AWESOME looking AJ10s... and the TRW TR-201 for Delta P!. LOVE the color on the new payload decouplers. are you going to animate the 4 with the springs/pistons to push the payload off? *DUCKS AND RUNS!* I am joking about the animation. 96% of the time the player wouldn't even SEE it! But I see pistons and springs and I feel it move... even if it does not.
  3. Marcelo is right. At the level of the F-1 engine it is beyond loud..... It is not a subtractive process but I believe a single F-1 is still around 180-190dB. And @Marcelo Silveira 194dB is the magic number at most sources. That 4 extra dB might not seem to be a lot but it is literally almost tripling the energy of the sound-wave. (each 3dB added DOUBLES the power output) [edit at-least that is what +3dB does with electricity!] On the subject of Fatlas. I re-read your exhaustive walkthrough on the math involved and sad to say my mind is no longer able to do the calculus it once did... You don't use it you loose it after all. I may experiment with it but I doubt I could do the justice to it that you have done already to standard Atlas! Time and Patience will tell
  4. First, a word from our sponsor: "BLUEEEEE!!!!!!" Yes! You got a good cross between blue and black for the Columbium bell! Looks AWESOME! Glad everyone is... Mostly OK after the power outages. Ice-cubes for Reptiles is not a good look or experience. Sad about Agena's slight delay... but I am looking forward to the new versions(s)! RE TR-201/LMDE I am curious why you don't just model the Electronics/Pintle Control onto the Lander itself? It is not a game breaking thing, and then you only have one new engine model (instead of 2 or 1+1 shared) Then you are still 1+1 but there is no model change... Just a CFG change for B9PS to sort. Whatever is the least work for you (and I don't know which way that falls...) Oh and BLUEEEEE!!!!!!
  5. Less reference and more common sense. The bigger the rocket the more thrust that is needed... That being said I was specifically referring to the 2.5m KSP scale Atlas as the SMALLEST and the 3.125 scale would be "bigger." And then in my just waking up-i-ness I totally forgot about the MIDDLE SLV3X that is 3.125 with 4x LR89s....
  6. Minor correction those should be LR89-7s. LR98-7 did/does not exist. And the LR89-7 would have only flown on the smallest of the FATLAS. Most require the improved thrust of the H-1 engine.
  7. I guess that depends on if you have a Red Kerbal in the upper left corner of your screen (next to Comnet Icon) If you have a Red Kerbal, you didn't include the Saturn IU or any other sort of control point to control the Station from the Ground with. Otherwise... I guess it would depend on a lot of factors. Some mods are triggering RT patches that shouldn't be (see posts above) Unsure what mod was so poorly written to cause this but it isn't BDB. I have flown Skylab as recent as 2 weeks ago with zero issues in a medium mod environment. I will check again in a few minutes as I am awaiting game load *EDITED* So I launched the Skylab with the standard attendant parts (Saturn IU is the control point.) Antennas (no matter what ones I include including the big folders that are supposed to be on Skylab) all work on my install. I am using the latest BDB release (no dev version ATM.)
  8. Schway! Love the 100 and 150:1 (or are those 150 and 200:1?) Future Agena engines. Now I have to figure out a good way to make a "Growth" Agena...
  9. So I am curious, Are some tanks LF only and other LOx only? Or does it just LOOK historically correct All joking aside VERY NICE build GoldForest.
  10. Others have already commented in on this. I DON'T use Orbital decay (although I might look into it for my final KSP play-through before possibly moving to KSP2) When I launch Skylab where it is not a wetlab I do it Ab-Historically. I do one of 2 choices. I launch a Saturn-INT-21 with an addition of the old 1960 (canceled) S-III stage (use the S-IVB instrument unit and 4x of the S-IVB RCS modules with all the S-IVC parts and 2 J2s ONLY) between the S-II stage and the S-IVB/Skylab stage. It uses the Saturn I big cylindrical decoupler...it can self de-orbit. I launch the stack into an Elliptical 500km x 50km Stock scale orbit (or 750km x 70km in 2.5x or JNSQ scales) Discard S-II even if there is fuel left. Then use the S-III to circularize... There is JUST enough fuel to de-orbit the S-III stage. ALTERNATIVELY and CLOSER to correct.... I add 8x of the S-II Separation motors facing UP towards the Skylab. from a 200km orbit (my typical "real-ish" Skylab launch in stock scale) the S-II should burn up if separated with the stack pointing pro grade at the highest altitude the Skylab will orbit at. I DO sometimes add 4x Linear RCS to the bottom of the Radiator section to give "forward thrust" control.
  11. !) no worries on the latter. Thanks for fixing your mistake. 2) There are a LOT of good mods that as of yesterday are not yet 1.8 ready (Scansat, Tweakscale... Partially MechJeb) Yet there are a lot of them that ARE ready. So the biggest issue is are you playing on a non standard 16:9 monitor format. Because if you are you won't have the altimeter even if your UI is set to 100% I had to install Engineer Redux to get a working altimeter So long as the 1.8.1 bug fix for KSP doesn't change the way a lot of mods work they should transfer fine...ish. Nice new parts Cobalt. Can the Thor fins have a higher temperature set to them than before? I am sick of burning them off my rockets at 20km! They seem to be using a CFG based on the old Stock Fixed winglet that also has this issue.
  12. On the Previous page It was posted that BDB is NOT compatible below KSP 1.7.x with it's 1.6 release. So if you are using 1.6.x or earlier KSP then BDB is now, not compatible. The New B9PartSwitch needed to make all the major overhaul changes to BDB to make it easier to play does not work on 1.6x and earlier. Also you DO need to delete and re-install the correct B9PartSwitch for your game version. I have ZERO errors on a KSP 1.8.0 Install with BDB or B9PartSwitch) And I have a bunch of mods and my own patch files as well that I have been slowly adding in.
  13. Ok, Those files are not maintained in any sort of consistent way (they are user provided I believe.) So I do not have an answer to help you with the Realfuels issue. The B9PS warnings appear to be because of an old version of B9PartSwitch.... I think (I didn't look at your logs as I have seen similar errors when I had an old version of B9PS a few weeks ago in the dev cycle.) Download the latest B9PartSwitch for whatever version of KSP you are on and delete the old one and drop the new one in.
  14. It sound like you are using another mod that is altering how BDB works. BDB was just updated, and as such any 3rd party mod that alters BDB would be responsible to update it's settings for BDB. A Pressure fed engine (as a game setting or effect) is NOT a thing in stock KSP nor is it a thing in BDB. Many of the parts that were replaced received new internal names and that breaks 3rd party mod compatibility. Hope that helps you solve your issue!
  15. So I was on spacedock downloading the official 1.8.0 compliant BDB... and I noticed something that didn't get edited for the new version in the Description (Information Tab): Mercury spacecraft (Courtesy of Bloeting Aerospace Corp) Gemini spacecraft (Courtesy of Trails Manufacturing Co.) Apollo Block I and II spacecraft, as featured in REAL LIFE! Apollo Block III, III+, IV, and V spacecraft, from Eyes Turned Skywards AARDV "Aardvark" autonomous resupply vehicle, also from Eyes Modular 1.875m station parts for Gemini-era space stations Skylab station parts Spacelab (from Eyes) station parts Vanguard rocket and probe Scout rocket Redstone rocket, with Sergeant clusters and Explorer 1 Juno II, IV rockets Diamant rocket (All variants) Thor-Delta rocket (Almost all variants can be made) Delta 2 rocket (Including upper stage and a variety GEM SRBs) Atlas rocket (everything from Atlas A up through Atlas V 551) Agena upper stage (All variants) Vega (old Kerolox upper stage for Atlas) Centaur D, G, G', T, V upper stages Titan 1, 2, 3, 4 rockets, with SRMs and Transtage (No IUS yet!) Saturn 1, 1B, V Saturn 1C and Saturn Multibody from Eyes New probe cores New antennas and dishes New science experiments In total, nearly 400 parts! Titan, Saturn are in Latin numerals. Juno, and Apollo are in Roman Numerals. Titan and Saturn were either in Roman Numerals or Roman + Latin Numerals (Titan III-C or Titan 23C for example.) Isn't IUS in the game now? Delta II and Delta III (again Latin instead of Roman Numerals and no mention of Delta III.) Special mission of Courtesy of Blowfish for the DCSS would be awesome as well, Like Bloeting and Trails... I believe the part count is significantly OVER 400 parts! Maybe want to mention the new Part Upgrade system that improves upon that of Stock Game play by allowing you to REVERT an upgrade a will. Diamant?! Hope this is helpful. I am probably missing a thing or two (Atlas CELV, Atlas 3.125, LDC Titan just came to mind!)
  16. While I agree it is the same model for game purposes.... I am assuming by "minimally modified," you mean: ripping out all ability to throttle (both in electronics and control devices ) significantly lightening the engine (by the previous point) Altering both the thrust and ISP (again an aftereffect of the first point.) It was a minimal change engineering wise, All they did was calculate the optimal Pintle location for Thrust and ISP. Then they significantly removed the off engine avionics package, weld the pintle into position and remove all pintle motive equipment. All of this was on top of the combustion chamber and would not be visible in either model. But the Engine itself had to go through a re-manufacturing process on the top of the combustion chamber. It would have been almost cheaper for NASA/McD to order new built TR-201s custom made to match the Delta's profile.... But then the Govt would still be sitting on TR-201 (LMDE) vs the TR-201(Delta-P) engines. And storing those engines would cost $ and scraping unflown un-needed engines is "wasteful." In the CFG I posted above I calculated engine mass based on real world engine mass and cube root mathematical progression. Admittedly I acquired the engine mass (and thrust) info from a less than reliable sources...
  17. Somewhere I have a Delta P TR-201 as seperate from the LMDE TR-201. There WERE changes mostly due to throttling (lower weight on the Delta P version) And a few other things. Let me see what the CFG had pre NERF.... Compared to (only copying the priority points) So in the end we have a more expensive engine (It was just slightly more expensive than the base model when I built my version) and the ISP is higher due to the lighter weight as well as the removal of throttling capability. IIRC the Sina-MEM-DPS did get a thrust buff before the recent round of changes to stages.... I want to say it was 32 or 31 prior to all the changes... But I am unsure. Model wise... there are no VISIBLE differences that are not covered up by the Delta tankage or the Lander structure/tankage.
  18. I find it interesting that the reason for the AUXILIARY fuel tanks on the AJ260s was primarily to allow the thrust structure to attach at the S-IC/S-II Thrust pass through structure (the top of the S-IC tank as I understand it.) But in this image we can clearly see the Aux tanks get to has high as the top of the MS-IIA stage! It looks like those might not be AJ260s but rather some alternative (segmented 260"??? IDK just a random thought.) And thanks for sharing!
  19. Ok, Loving the Zinc Chromate Green. Loving the Stainless rear (it was a foil but we know how *AMAZING* the texture control is with the stock stuff..... So Good choice going with the look.) What I really love however (aside from Delta P getting their own correct tanks that is!) is the CROSS HATCH between the 4 restart and RCS tanks!
  20. Only if you use the AJ11 engines tho. the AJ-9 would be the correct engine for 23B. Awe come ON! That isn't VEGA.... Vega is the 2nd stage on-top of Atlas! Keep it straight! *I JOKE I JOKE* I didn't think about THAT possibility (using the EU Vega... [lets call it Vega 2 since it wasn't the first Vega!]) It actually has even more potential in some ways. And yes, Controlablity with such a large PLF is problematic with such a low thrust stage below about 14km stock scale... and 16km 2.5/2.7x
  21. Maybe, maybe-not. Either way. It leads me to ideas... Ideas that the Titan II Warhead ring skirt (the double curved 1.875m to 1.5m adapter) will help with on-top of a rejuvenated Vega Upper stage! And in the interim, after I get required mods updated to 1.8 I will use the Existing Vega parts to make my idea....
  22. WOT! That actually makes more sense than JPL's 6K stage! Are the new Castor 1 & 2s going to be more correct size or left at 0.625m?
  23. Short Answer: YES-ish Long Answer: You need the 1.7.x Dependencies (DMagic Science Animate, B9PartSwitch and Community Resource Kit/Pack whatever it is called) and lastly..... IGNORE the B9PartSwitch Error message! Don't Panic! Bring your Towel... Do not report any Error message received Do not worry about any B9Partswitch error in relation to BDB. do not pass go do not collect $200 Ok so I played Monopoly with some friends last night while watching Hitchhikers Guide to the Galaxy (the books are better but the movie is very good!)
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