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KSP2 Release Notes
Everything posted by Pappystein
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I am building it in Sandbox as soon as I can get KSP up and running Thought I would share a photo or 2. IRL the only references I have that spell it out clearly is the "Wonderfully self contradicting" Astronautix.... Beyond that I see mention of the Quad AJ-260s needing a lengthening so they can match up the MS-IC's Thrust structure. This to NOT have to make an entirely new S-IC alternative tankage + Engine plate... aka a completely new first stage. I will post the in game shot after I go take care of a Wasp nest (stupid wasps got in my house through the FRAME of a window today!)
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Friznit, One thing I noticed on the MLV page. No Saturn V(S)4 with the AJ-260s and Aux Fuel ("drop?") tanks for the MS-1C. Build the Tallest MLV Saturn V (MS-1C maximum Stretch, MS-IIA, S-IVC [Sure it is from ETS but it fits... ish!] and Put 4x of the long AJ-260s in line with the F-1s on the MS-1C. Then take 4 of the Auxiliary S-IVC tanks and put them on top of the AJ-260s. Pass fuel line to MS-1C tank. Put nosecone on AJ-260s. Ignite all the AJ-260s and F-1s (no F-1As on this rocket!) on launch pad. The Aux Tanks will JUST ABOUT be empty when you jettison the AJ-260 and their attendant aux fuel tank.) TBC the Aux Tanks on top of the AJ-260s must be the first to have fuel drawn from and they are full of LF/O not Hydrolox... so have to flip the switch as default is Hydrolox. I can carry a Full Apollo lander stack to Jool with this If I time my launch correctly Durn limited functionality to the boil-off feature! I am not getting Identical Delta V numbers but they are similar enough for me to declare that the difference is rounding errors... Scan your install with Steam? IDK what to say
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Birddog, I think Saturn is THE rocket with more proposals than pounds of Rocket built.... The only Full Diameter 3rd Stage I know of is one of the Early NERVA proposals. Now that being said I have documentation for ..... Approximately 30 different Variants for the Saturn C-5 Rocket (Both before and after it was renamed Saturn V) Most of the variants are just further variants of other Saturn Vs.... A change as simple as a change of Insulation can denote a new version so Don't freek out asking for actual hardware. I just hope we end up with a Saturn V Diameter engine mount for a 3x F-1 load... and a 4.25m (or whatever S-IVB diameter is now) 2x F-1 Engine mount... Need 2X Pyrios + 2x AJ-260 for my Saturn MLV purposes.... I have already Built (via Re-scaling the existing hardware) the bulk of the Saturn MLV Tankage as well as alternative engines. They are in the Pafftek Folder in BDB_Extras. While they are not as pretty as the original (some texture distortions etc due to stretch or shrinkage) here is a list of the parts already available for your ALTERNATE Saturn V. S-IC alternatives: MLV-Flat Bulkhead tank (Shorter tank to allow MS-IIA +MS-IVB/C to fit in existing Saturn Launch faclities. MLV Stretched Tank (The longer of the two stretches proposed for S-IC.) MLV Stretched tank with Flat Bulkhead. Not a proposed tank in my reaserch but why not combine tank 1 and 2 above?! S-II Alternatives: MLV-IIA The primary proposed Stretch to the S-II stage.All but one stretch proposal for the MLV-IIA was this length (in my library at-least.) -CobaltWolf has already implemented a 7 Engine MS-II engine mount... true Bespoke part instead of less than ideal stretches I made S-IVB Alternatives: The S-IVB would have been re-engineered for an almost 0 mass gain but improved insulation and strength. No in game need for new parts. Also included are some parts for the earlier INT program. Specifically longer Saturn I S-I tank, HG-3s using the new J-2 Engine models as well as the J-2T-400k which is actually a hybrid between the J-2S and the HG-3 with a torridial Aerospike. Beyond those parts Cobaltwolf has already provided the E-1... On a Final note. There is another stage that is currently build-able. But (please don't groan over this Cobaltwolf!) it was canceled well before Saturn C-1 became Saturn I. AKA prior to the Silverstein committee. The S-III stage was to be used between either the Stretched S-I stage or the twin F-1 powered S-I stage and the S-IV Stage. The S-III can be made with the existing Eyes Turned Skyward parts for the S-IVC (the twin J-2 engine mount and the Auxiliary S-IVC tank) Please note these rockets were the original proposals for the Saturn C-2 and Saturn C-3. While the S-III was canceled early on, I have flown the above version many times on the Stretched, E-1 powered S-I stage. I have even managed to launch the rocket with the following stages (S-I-INT12, S-III, S-IVA stage and S-V stage (Centaur C or Centaur E both of which were never built and likely not actually designed.))
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Well I am using an older DEV version of MechJeb and the only issues I have had is if there is a Solid stage in the middle of liquid stages.... So I would suggest deleting MechJeb and then re-downloading (maybe the latest DEV release instead of the main release?) No it is not (at-least I don't think it is either...) I stopped carrying Cameras after my first orbital launch for each planet I visit (run out of Science Deffs too quick) Some of the DMagic Orbital Science defs are... Fun. With or without DMagic Orbital Science installed. And then Even some of those are FUN due to how they were structured. I never really reached out to DMagic when I made the Titan I Impact Science probe but I spent close to 2 weeks failing one patch after the next to actually have the Impact Seismology test work with the ProbeCore.... Of course some of that time was spent re-flying missions because the Probe core blew up when it shouldn't have (darn space Kraken) Err missed this one. I don't know if Science experiments can be "Upgraded" like other parts. But I would say this would start out as a Camera with a Low and High Altitude "Flying over" Biome reference... Then when ScanSat Multi-Spectral scan becomes Available it unlocks on the station... Then Later yet it unlocks a Tasier or CatEye module.... But IDK. BDB is feeling more and more cramped in the stock tech tree.... AKA The Stock Tech Tree is too small To be clear... With the advent of Digital Cameras we have unlocked a non-replacement way to use a Camera for more than one use... Type of light... EM spectrum (at some point Light is after all PART of the Radio spectrum....) Mind you historically KH-10 was a mostly analog beast with possibly FET/JFET Transistors replacing Vacuum tubes in a non IC Computer. Of-course Digital Cameras really were not prevelant/Available until the 1990s... and we are talking about a space Station from before 1970.
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And after all these years still rated as the best Transfer from the movie theater to the home theater! Leeloo Dallas Multipass! BUTT since Cobalt was talking about Meatsacks Obviously we are talking about HK47 and iterations their within from Star Wars Knights of the Old Republic. HK47: I can exterminate that Meatsack for you Master... *Ugh* I said that word again!... Player: What Word? HK47: master *Ugh!*
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THIS! I like the Swap-ability of this and I have long wanted a 4 Vernier LR91-AJ-11 for...*reasons* Eventually I suggest the same for other "familial" engines but realize that it is a significant investment in time on your part. I think this will actually HELP you with the NEXT update when you (if the plan is still the same) re-tackle all the early rockets you are not happy with.
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Step 1... Ignore RSS... RSS is a news feed and not appropriate for KSP. Step 2... Embrace the BlueDog Step 3... Realize this is a Joke and I hope you at least got a smile out of it! Like DeltaDizzy stated I also have heard rumors and allegations that someone is making RO configurations. Believe it when I see it and since I don't play RO (and have no plan to).... =============================== @CobaltWolf That retractable Lamp post. What was the idea/inspiration behind it? ALSO is it possible to have an animation that tracks the planet you are orbiting? That ESM/ELINT/SIGINT antenna would be a good application if that is a possible thing..... ERR followup Question. Is the alternate LDC texture going to match Bossart for the SLV-3K (69) proposal?
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So Last night I posted the update to my Ugly Dorian Mk2 derived station. As I stated yesterday, I was taking the constructive criticisim and addressing it with a Dorian Mk3 at 1000km in a 2.5x rescale system. The end use for this station is to 1) get the most out of the new station parts as currently in DEV, 2) be a based for full solar system exploration when I get to my career (this is in sand box ATM so it allows me to experiment) and most importantly 3) proves what is already well know.... Depots > SLS Ok so the last is a little tongue in cheek after comments on the mini-stream tonight... First the Station planned out in VAB (note changes have been made to the station since these pictures were taken. Please note that like Dorian Mk2's power upgrade, I am using a Probe equipped with large solar panels and a 6 way node using the Apollo Probe/Drogue docking system. 2x of the Probes are rotated to be along the plane of the central core and 2x are rotated to perpendicular.... allows 100% coverage for sun tracking. Final launch each Solar probe has 4x (2x2) of the new MOL single wide panel arrays. Here is the Station Core sans Skylab and the Escape Geminis that are on the 3x Docking nodes. Yes those are two Vega upper stages on the bottom wings in this view. When Skylab launches it will attach at the very top. And here we have the first of 4 Power probes docking: Now that I have sufficient power production I will be closing down the 1x6 Solar Arrays toward the left side in these views as well as depositing of the two Vegas.... I had left the Vegas because they provided better sun tracking + extra solar at no cost while launching the power probe. Now @CobaltWolf I have not spent a lot of time to try to verify this but it appears that the STAR-48B/BV is broken..... Here are some pictures AFTER I Jettisoned it from Bluestreak Super stretch... It is too late today (and I get to train a new employee tomorrow) so I am un-able to test tonight. Will check the CFG and then test tomorrow.
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The Gambit Arrays that attached to the APS engine and followed the curve of the APS engine module (so edge on it is quarter circles while from above it is a rectangle.) *Looks for picture* https://en.wikipedia.org/wiki/KH-8_Gambit_3#/media/File:KH-8_GAMBIT_3_(Block_3_&_4).jpg If I was wrong, I apologize... Given you don't remember the conversation.... I am probably wrong Those would fold up on the APS and fit INSIDE the engine shroud supposedly (I am guessing APS needs to physically shrink in thickness when it is redone but IDK)
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Confirmed. I have played with a few options in editor (no CFG or model changes obviously) and have had zero change. Further for your consideration...... Someone mentioned BREXIT/CRE I believe...... On stream Saturday it was mentioned that I make ugly Stations using BDB parts..... *SAD PANDA* So, to that point I agree. I don't plan my stations in advance... And I tend to not figure out where the Power node(s) should be in advance. So I started by playing around with a new power station module for Dorian MK2... It made the existing station neater looking than the Solar Flower that is in my previous station post. You can see the new Power arrangement in the background thanks to 3 of 4x 0.625m probes that have 2x of the Single MOL large folding arrays and 1x Stock 1.x6 arrays + RCS and an Apollo Probe. The core itself is a modified NARROW gauge add on with a 0.625m 5 way adpator (stock) on the end with 5x Docking Drogues... Again from Apollo. The booster for this stage was a Titan 40B(S) AKA a Titan 23D with an Ascent STRETCHED Agena upper stage. Obviously in the foreground is the now removed... Flower all folded up. Now you will notice I am missing one of my probes. I thought I had time to dock it and that Auto Warp was disabled on my Ascent Guidance from MechJeb..... Err WRONG so one of the array probes (they were radially attached to the power core under the Titan IV shroud,) was in an odd orbit... So I launched the following Rocket to catch and properly position the missing probe: Yes the Above is a slightly stretched Excelsior Ascent STRETCHED Agena It has 2x Air Lit GEM-46s and 4x Ground lit GEM-46s to get it to the eccentric orbit of my power probe... Yes it is, graphically of the same generation as the Bossart Atlas tanks in BDB... But the flange like structures on the tanks adds a bit of pop that the current Bossart Atlas's are missing in my opinion. I find I use the flange small tank on Atlas Centaurs to add more detail below Centaur so this mod MUST be installed with BDB on my system. @CobaltWolf I know it is a ways a way but I can't wait until you re-do Agena. It is a workhorse upper stage for me and I really really can't wait until you do the wrap around folding Solar arrays you were talking about on stream a couple weeks ago. The Existing BDB panels are either too small (Pioneer) or too Big (OGO etc)... So I am stuck with the stock 1x6 crap to fit under the engine shroud AND clear the Agena tankage well when deployed in a 2x array. Here is my Stretched Ascent Agena with the missing Power probe (thanks Tweakscale for the 0.625m sized Agena Control module) and you can clearly see the stand off ejector I used to keep the solar arrays from striking the Core.... 4 of these arrays with 2x of pannels going up and down and 2x going in and out (Y and Z axis from the node...) Give the same coverage as the 12x Solar Flower array I made previously. About to dock the last probe in the picture above. It gives you the correct orientation for my solar panels.... the Flower that you can see on the other side of the station was de-orbited by Titan II upper stage derived Tug Launched for just such a purpose. YES the station is still ugly. But it currently serves every function I need a Station for. HOWEVER I am building a Dorian Mk3 at 1000km (vs 700km for Dorian Mk2) That station was built in VAB before launching and I am only making minor tweaks as I launch new sub sections. My goal is to build the largest station that covers the most roles including fuel depot, with the fewest parts while not installing more mods. It would be nice if there was a Rotating 3 Axis tracking solar array in BDB (think ISS solar array) As far as I know only Shadowmage has done such a panel in SSTU but as I stated I am trying to keep the game MOD light and the only parts I tend to use from SSTU are the DOS and COS station parts.... and Possibly the Orion capsule. Food for thought. Ascent Agena (You have all seen me talk about it a few times now) Is a lightened Agena D (the GCU or Guidance Control Unit looses the Helium tank and batteries are integrated instead of being between the GCU and fuel tank. Add an improved Bell LR81 Rocket motor and viola you have a significant improvement to Agena while not actually changing the over all stage. I needed more Delta V so I added an Agena A tank to STRETCH it.... In real life I doubt that Ascent Agena ever flew. BUT given we do not know in fact, what variant of Agena flew the last few Corona missions... The last 7 or 8 flights were just listed as Agena and not Agena A, B, D like earlier launches. They COULD have been Agena D or they COULD have been Ascent Agena... Given we DO know Bell made several of the modified engine on the production line. Visually the Ascent Agena does not have the White Helium tank in the center of the GCU (this is not represented currently in the BDB Agena anyway) Beyond the removal of the Helium tank the Ascent Agena used lighter weight electronics to further lighten the GCU... This is in the form of Inertial Guidance instead of Radio Control Guidance (where ground based systems guided the stage.) And Lastly the Bell engine would be updated to the 8096 variant with it's 100:1 Columbium/Niobium. Not sure why the US calls it Columbium and the rest of the world calls it Niobium but it is the same stuff. It is either bright silvery or dark Blue-Black in color typically. The engine bell would be blue-Black just like Transtage (same material used for that bell.)
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So with the newest parts I went and downloaded the latest *DEV* version... Loaded my game while I walked away from the computer.... Viloa Blown up station cause I installed the master version! ACH! new build time. Dorian Mk2 (I took no initial pictures.... in the Background. It is a HAB with a 5+1 way dock I built out of STOCK and APAS parts. Foreground is my asymmetric LAB module... Next module is a Skylab: I had just separated the Transtage from the LAB when I took this picture: In launching my new stages I launched a couple Saturn flights that used the new AIR LIT GEM-46 (as well as a Delta II stretch [thanks origional Thor tank!]) Here are some of those shots! Notice the bigger bell on the left for the Air Lit. ^^^^ And a Circle of my station (notice the new power module that Uses all but One of Cobalt's tracking solar panels)
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Some pictures of the new MOL Solar panel with reflections showing.... In the first two pictures you can see shadows on the Arrays better than you can the reflection. On the Trype the left most array (Left and up) you can actually see some reflection. I tried several sets of settings and could not get better than this. The panels are beautiful... the reflection on them less so. Probably a very tedious experiment to partially fail..... Still I think these panels look VERY GOOD even if they are not "perfect" It is almost as if the in game reflection shadder does not know where to reflect from. NOOB questions but in setting up the reflection, do you have to set a bounce angle or vector? EDIT==== almost missed this photo... I thought it was one of the best for reflections
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THIS works!!!! (and NVidia had already set it for me to the exact same settings.... thank you Nvidia) @CobaltWolf I just deployed the new MOL solar panel at the launch pad on a cloudy day and they look AWESOME! I can't wait to see these in direct light! ================================================== Followup: Rocket launched and X-20 Transtage is in orbit about to dock with my station. The solar pannels DO reflect. However they have a limited or very dark reflection (I don't know how to say it better.) The reflection seems to only work when the Array is about 45 degrees from the Sun/lightsource and the view is Perpendicular to the array (so I am looking at the array panel section straight on and the Panel is 45 degrees to the sun. I will work on upgrading the reflection seetings to a higher standard than TheShadow1138 posted to see if that makes an improvement.
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In a word.... YEeesssss! I have an article SOMEWHERE on my computer about building a permanent station using a Ring/Fork style docking ports. The document calls it a Ring/Lock style. It is implied that the lock/fork is spring loaded to keep the attaching node stable to the station. HOWEVER this does not make sense IRL because docking would be really loud throughout the station when ever these spring loaded locks closed. (The sound travels through the physical station obviously NOT through space since that is a vacuum....) I know I haven't found anything in my MOL/Gemini station documents (which are somewhere between scant and thin) For all I know the latches are actually handled by the astronauts .... I doubt it but I have no proof either way. Thanks for the tip.. .when I get back into my next KSP session I will check those settings and try that on my end. My settings are/were handled by Nvidia specifically for KSP so who is to say ...
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I would say that is a good ELINT / SIGINT bird alright. Raven missions FTW!? I can't wait to play with the new parts.... Sadly it won't be today for me I don't think.... Stupid chores! DEORBIT????!!! Naw, just re-purpose your existing parts and patch the new parts on top of the existing ones man! Make it a space mountain of obsolete and new parts!
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Ooof! And this is for a Mega-corp driven alternate future? Your GM must have less hair than me! Awesome! And yes I agree since there is no way to make a rope that a Kerbal can climb in game (I think THIS is one of the biggest failings of KSP by the way...) Besides too many of us players are Kamikaze pilots and would blindly crash into said pole while attempting our docking maneuvers... while *I* have learned not to.... well lets just say Mechjeb for the win? I want to make certain we are using the same verbage here... You are going to have the ports snap to a specific orientation? If I am understanding you correctly please allow for more than 4 snap locations then... APAS's 3 may be true to life but it SUCKS when making a station (and I don't like using the Probe/Drogue for station building cause it is too small and hard to un-dock from between large parts... Unfortunately APAS is 100% easier ('cause it is bigger!) My opinion is 4 is the minimum number of snaps. 12 is probably the "easy" maximum number of snap locations and gives the 120degree rotation that APAS offers. (12, 4 and 8 like a clock face) It is probably too much work but if you feel like making the dockingport both unique and similar to many ships and structures on the sea, you could put index marks/numbers around the fork side and a single Arrow on the ring side of the ports.... That way in space you know WHAT position you are docked at. Most Naval Ships have said marks on their Turret structures (if they are manned turrets with optical targeting only so not on say a modern Arleigh Burke or Sovremennyy DDG) awe... I was imagining a chrome Ring and the inside of the fork/latch being chrome as well... Well never-mind... as we have discussed previously, you are the art expert... I am decidedly not. I am not sure what I am but I am decidedly NOT a texturing expert... or journeymen or even neophyte. Every attempt at texturing I have done has been consigned to the "OMG what were you THINKING!!!" pile... Followed by people running away screaming "My Eyes! My Eyes!" Anyway. I hope you have a great holiday Vacation!
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Pshaw. I Understand the "I don't remember what we were doing next." As the GM I have either A) the most fun with it or B) the most frustration with that aspect. A few points on this set of models: And I know some of these questions are FAR future so feel free not to answer any you don't want to. I assume this is what you were going for with the original MOL docking ports? Is that a LOCK that will be animated across the ring in the lower picture? Is there a plan to evolve this docking port to "later" standards? IE would it be future proof for station building or will a "replacement" come along? Is there a thought to integrating this with a future Skylab/SpaceLab part (IE making parts for Spacelab/Skylab that can use this part) Will this system be directionally unlocked (can I join the correct pair of gendered ports at any angle in relation to each other?) I know the photos are semi-early in the dev cycle. Might I suggest using the admittedly poor metal reflection on the Ring it self and the part of the grasper claw that would commonly contact the ring ((the base of the fork at and below the ring INSIDE the grasper.) Cuz no paint is going to last in those areas. It is a small enough area that the reflection system wouldn't be too ugly and it would allow you to maybe have fun with painting the ring (Painted with places where the paint has been rubbed off by the forks? IDK just an idea Last comment: I like the over all look of the models. I can't wait to see how you paint em up and I can't wait to build YET ANOTHER MOL station in orbit .
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Actually as you can tell.... None of the Saturn parts are in common. Just the concept of how to build the Saturn parts is intact in this early design. The J-I stage (for lack of a better term) would have been about 20% shorter (to be able to lift the Heavier Titan I/Titan II (depending on date of conversation) None the less a nice bit of KSP building and Camera work. The Real Question.... How did your version fly and what kind of payload did you loft?
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Since no one else is having any issues with B9PS and BDB except the warning from the old Titan parts... A warning that does not effect game play..... Download the latest B9PartSwitch from https://github.com/blowfishpro/B9PartSwitch/releases/tag/v2.10.0 Delete your old B9PartSwitch folder first. Copy the contents of the B9PS zip into your gamedata folder. If the issue still persists and you have the latest of everything else BDB includes (Community REsource kit being the other big one) Then the issue is likely a different mod. As I stated a lot of us are running BDB just fine in 1.7.3 with no issue other than the warning.