-
Posts
2,391 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Pappystein
-
So I did a fresh install of KSP (deleted folder, Re-installed.) With JUST BDB, REKT, Tweakscale, and DMagic Science (and all dependancies for associated mods) Smartparts and Restock/+ I am still having well... lets call it aileron reversal... I have to start with the wings set at -100. BUT if the engine is not fiering... I will begin a turn in the correct direction and then suddenly the OTAV will REVERSE direction of roll. I have also noticed some other aerodynamic weirdness so I am currently going through and removing mods one at a time to see where the culprit is. I have attempted to fly the OATV 7 times (Zero launch with boosters, or on engine alone.) I have cheated the fuel to unlimited fuel in one test just to keep it up longer. I am curious if it is the fact that there are THREE retractable lifting surfaces on this cute little craft. As the ship rolls past 90 degrees is often when I experience a roll reversal. I flew without the elevator (Goodby Mikkel ) and experienced the same roll reversal going past 90Degree roll. If the empennage is causing the issue when they become horrizontal... then the roll reversal is because I had to set the wings to -100 to get them to work when level. I will report findings at End of day. I just wanted to raise that the issue with this was still hapening. If all goes well, I have a Space Station I will be launching today with the standard REKT pods for emergency escape. An idea popped into my head as I finished posting this. I am going to disable all SAS functionality on the OATV... Maybe IT is backwards on the dirrection of roll? I don't know if that is possible but....
-
So I had to do a fresh install of KSP via Steam the other day. I noticed a 1.7 PRE-CAP was in the news section on Steam. So, Am I to understand that Squad is AGAIN messing with shaders for 1.7? or is PQR Normal maps something else? They refer to it as "fixing a bug" How does this affect the workflow you go through?
-
You sir, are a perfectionist with this artwork. That is likely why many of us are here in fact. I think it is amazing and fine... But you are the one who's name is on it so YOU have to be the one happy with it not me or anyone else here... Do as you must but I think it is good to launch... .... like NOW Lets not forget the mass adjustments to prevent them from colliding with each other and the main rocket on almost every seperation! JSO has done yeoman work in this regard and very little has been said about it. GOOD JOB SIR!
-
So I have been messing around with Impact science probes. These are probes designed to only work on the surface and not need a lot of infrastructure in the rocket to survive. No parachutes here! I am leveraging the Mk-IV RV for the Titan I currently (there is a patch in BDB_Extras with my base probe.) I though I would share some in-flight/landing photos. The parts used to Launch this probe are an Inline GEM-40, 8x Castor Fins (from the Scout Rocket) 4 of them are Pitch control enabled only and are 125% real size (bottom of the GEM-40) and 4 standard size at the top of the GEM-40 with Roll only (no yaw control at all.) A 0.625m decoupler and a rescaled 1.25m service bay with a battery (I think I am using one from Tantares in the pictures.), The Titan MkIV RV and 4x re-scaled Air-brakes (my personal custom MM file generates 4 or 5 different Air-brakes) To be clear.... No matter what I set the settings to, If I use time compression at all after the last stage separation, the probe is lost. IDK why this is but it is likely a stock bug with time compression as any part I apply these settings to (stolen from the NRAP test weight) has the same issue. BUT with the 4 airbrakes deployed in a "Retarded-Bomb" style deployment gives me a 30-40m/s impact speed.... Vs 480m/s This was a perfect landing... Note the probe has no SAS ability on it's own so it was LUCK that left it perfectly vertical. Often times the final impact will shed all non impact harded (everything but the probe core itself) parts. This time it didn't. Since there is no way to broadcast the science from these probes, they are only useful on your home planet where you can recover them.... But it is an in-expensive way to do science at distances away from your launch sites. Oh the inflight picture is at 57,000m over Gael in the Galileo Planet Pack.
-
I think the Auto-shroud combined with the decoupler is about as close to a RW accurate part you are going to get without actual blueprints from Martin Marrietta. The Spindles/spokes in the blowhole are colored after later titan parts (IIRC they were either painted white or left bare metal in most the photos I have.) BUT I think the color change makes them.... Quoting 5th Element here.... "Pop POP POP!" and as Ruby Rhod has always "It must pop my man!" (Sorry obviously I have 5th Element playing in the background...). I like that the stringer/ribs are visible in the inter-stage now. It brings symmetry to the joint that was missing. More to the point you have all the datalink hookups (and Fuel etc) modeled in both stages now. the RO people are going to be clamoring to replace any and all OTHER Titan's with yours when they see it! (They better be if they are actually looking for realism!) It may not be perfectly realistic but there are no interstage/decouplers for Titan that I think are currently MORE accurate..... I see you have shrunk the AJ-5/7 bell down a bit. It looks more.... Balanced. So Looks wise big win! Beyond that, comparing the AJ-5/7 bell to the previous post I do not see MAJOR changes but it looks like some shading was tightened up a bit, you redded out the brown areas and added some detail to the Pogo-reducing check valve on the Turbopump exhaust? The AJ-3 engine has seen some major texture work I see. The Pogo elimination devices on this are much more detailed than last week. Again you redded out some of the brown on the engine and on Both engines the Turbopump exhaust got suitably blackend! NICE! For the previous set of picture: Before moving on, the inside of the Tank structure. I know I have said this to you in a personal message but again WOW! Ok So I have to be honest here. I have never liked the brown color that represents the Titan IV in game but that is Martin's, the metallurgist, the colors, and my personal preferences fault not your skill or work put into it. That was until I saw this. The Titan 3/4 shroud you have made look very VERY good. The Details you have added to it since the last stream I was on have made it go from "Oh my god why would I use THAT!?" to "Dayum this is really NICE looking!" I still don't like the brown color, but over all, I will use this shroud and LIKE using it.... Again the details are amazing. I am making an assumption here. Related/unrelated, there will not be a separate Turbopump exhaust visible due to how "clear" Hypergolic fuels burn? Lastly the Titan I style Elevator lift cradle/engine shroud. If anything this looks BETTER than a Late production Titan I engine skirt. The Titan I had lots of sharp joints in it and was full of very sloppy looking welds. You have rounded the sharp corners slightly and cleaned up several ugly welds visible in most of the suriving LR87-AJ-3 skirts. It looks like a long produced part instead of a limited run slapped together part that was almost an afterthought engineering wise. I decidedly like the look of the open blow holes over the idea of the sugar-scoops like some of the early launches had. For those not in the know, many early Titan I test launches had the big air scoops (called Sugar-scoops in the Aerospace world for some reason) covering the area that Cobalt has the blowout holes on this skirt. The sugar-scoops on Titan I and Titan II were to reduce the pressure differential next to the tank vs below the tank in the area of the engine. There was no need for them, and in-fact their drag out weighed the benefit. That is why you do not see the Sugar scoops on any Titan III photo that you can clearly see the engine on. To sum it up, I don't think that part needs any more texture work it looks GREAT!
-
NICE! If you have downloaded the BDB_Extras folder the Atlas H-2 is in there as well (just a Re-scaled H-1C or D whichever one has the gimbal ability with the appropriate thrust for the larger never made engine.) I have flown a couple of Atlas F' (aka the ORIGINAL Atlas F) in game. They are a bit freakish if you either have not unlocked the ability to auto strut or are not using KJR when carrying a big load.... But they DO fly and nice. I really like the idea of Procedural tanks to fit those extra spaces.... I have been finding the closest part and tweak-scale them... Has lead to some minor junction/joint issues. Overlap or overhang.
-
Well at-least Jeb likes the idea... After all he is credited to all the cheap, err used, err gently handled cost effective parts in Stock Oh and someone commented off channel to me that I forgot the most Kerbal Hypothetical but proposed Atlas version. We the Air Force, need an EVEN bigger rocket to carry an even Bigger Warhead.... Lets stretch the tank in both directions, in the larger skirt lets put 4 booster engines instead of the normal 2 and oh and if we need moar thrust we can STILL use that slightly enlarged H-1 variant from that new fangled Saturn Program. You know, the one that the stupid Army is doing with funds that should belong to us. "All the Funds Belong to us" FTR at Kerbal scale that would have been a 2.5m Diameter Atlas long before anyone thought about putting a Russian RD-180 on the bottom of Atlas. Oh and proper Balloon tankage meaning the Rocket weighs next to nothing comparatively.... Course it there is an accident with the handleing of the rocket... POOF no more rocket as it will collapse just like the Balloon it's named after.
-
Actually that is more than a little false... on two sides. 1) No Jupiter nor Redstone tanks were used. The TOOLS to make said tanks were used and the Saturn Tanks were the same diameter as said Jupiter and Redstone tanks. They were derived tanks... not actual Jupiter/Redstone. But that is besides the point. 2) the whole reason for that ugly amalgamation was simply this. "we need to keep costs down while selling this HUGE way to big Rocket to the US Army. So we will re-use these existing tools to avoid heavy costs." The Tool cost for a S-1E or S-1F type monolithic first stage at the time would have been the cost of 2 or 3 Saturn IB flights. AT the time (remember this is pre Kennedy's speach) To my mind that is about as FAR as you can get from Kerbal (if it was kerbal you would slap more things on to make it go better... The S-1'/-1B tank was an in-efficient waste that barely allowed the mission to be completed. Now I Totally did forget about the PSLV... What a unique way to not have to worry about calculating Delta V. Drop a pair of Hypergolic motors after your SRMs.... IF I recall, MMH/MON is less caustic than UDMH/NTO.... That alone would allow the tanks to be "lightened" for the final stage. But your guess is as good as mine. And yes that deserves being on the list!. (Thinks about combining MX parts with 1.5m Hypergolic parts to dummy up a PSLV....)
-
Too me, the entire story of Atlas as both a Ballistic Missile and a SLV is Kerbal to the max... Just no boosters until the IIAS... We want a bigger payload for our new Nuclear Warhead.... Stretch Atlas, throw a couple enlarged H-1 engines from that new fangled Saturn Program.. Viola We need more Delta-V. Put MOAR thrust in the booster skirt and stretch the tanks. Who cares if ISP goes down slightly! We want a new upper stage that will use this new-fangled thing called Liquid Hydrogen. Sure just take our existing tank and slap a different engine on it... Oops we needed to insulate it. Regurgiate eating all the funds needed for your OTHER TWO Croyogenic stages (Centaur JR and Big Centaur) and yup... Wow that Cryogenic stage is going to take for ever.... Ok lets find a good LFO engine, Shrink down the Fuel tank in the Cryogenic tank, drop the heavy insulation.... Viola Vega. I think there are only 4 rockets that are MOAR Kerbal than Atlas.... Europa is probably the closest to Kerbal... Followed by the H-II (come on TWO different SRBs and you use them both at once!) Next is Angara (although that one was designed from the outset for the MOAR BOOSTERS so IDK) and finally Titan. Titan would be further up on the list except that most of the KERBAL aspects were canceled early on (Soltan, CTD-156x, Aluminize gel fuel, Hypergolic, LDC, etc)
-
First off, WOW nice F-1 model! I can't wait for it to arrive in game. But more importantly given your new acquisition above does that mean we will see an expansion or update of the Vega in game? I am kidding but now I am thinking about taking the 2x Centaur engine plate and seeing if to X-405Hs will fit under the 1.875m inter-stage :)... Throw on an Atlas Medium fuselage in-place of the Vega tank..... The thoughts are percolating
-
DOE = Distant Object Enhancement? I am just about to unlock those parts myself in my current career... so I will check and respond back in a bit. But as a Suggestion. Delete your BDB directory and then download and install it again. I have had this issue happen with other parts in various mods in the past when updates didn't apply perfectly.... =====================================UPDATE================================= I have not unlocked the Electronics Node yet (I am 195 Science points away ATM) but while the CFG file and Modmanager logs say it is in Electronics there is no Venus Fly By Antenna visible in the node. I have verified the issue is a type-o in the CFG: TechRequired = Electronics should be TechRequired = electronics in file bluedog_Saturn_VFB_Dish.cfg
-
Given the all the requirements are NEEDS they should be in the same entry aka :NEEDS[<mod1>&<mod2>& etc] That is more correct than going :NEEDS[<mod1>]:NEEDS[<mod2>] ETC Alternately if someone has the Community Resource Kit this the NEEDS Realfuels is moot... AKA I have never had this AJ10 disappear and I don't use RealFuels. That however makes the MM patch more complicated and it is beyond my knowledge/understanding of MM to try to help with.
-
I like the Titan II shiny... The Titan III/IV..... no, not really so much there. IMHO the only shiny parts on Titan 3/4 should be the band, between the Oxidizer and Fuel tanks, that tends to look blue-ish in most of the closeup photos... and maybe the very ends of the tanks True for the LR-91... and the LR-87-AJ-9 and AJ-11/11A do have extensions as such. I will retract my statement. I may not like the looks of them but they are all there IS to that engine so... I could see that, the AJ-3 has the shape of almost all of the LR-79 family. RE Pogo device. The densely finned area on the Turbo-pump Exhaust ports. On the -5 you have it as the smallest enlarged cylinder surrounding the pipe (closest to the 90 degree elbow by the pump) and on the -3 you drew them in. I am just suggesting the -5 have vertical lines added (currently it looks like a smaller than the rest Pipe junction/compression fitting. It is interesting to note that all of your recent engine textures have had the Pogo eliminators on the main lines into the engines. But this is the first engine where you have them on the Turbo-exhaust pipes. But then Again, this was the first engine that they were developed for in the US so they may be been over-applied by Aerojet.... IIRC a bigger bell is part of the LR91-AJ-9/11 and -11a engines. Not the -5/-7s that you are currently working on. Oh for followup. The actuator to actually spin and rotate the Turbopump exhaust on the -5 would be a nice add... I don't know how it should look (worm gear and electric motor or hydraulic/hydro-static/pneumatic actuator) but that would be the biggest missing detail can think of that could be added. RE the -3 I think you were onto something with the support structures in your stream
-
1) the silver area of the tanks are now pretty darn perfect 2) other than my oft stated aversion to any sort of ablative material on an engine (at-least Aerojet knew how to make it look good unlike Rocketdyne or just about anyone else.) I think the -5 engine is schway, The -3 is cute in it's over long over narrow aspect (difference between a LFO combustion Chamber and a Hypergolic combustion chamber!) I think the -5's Vibration/Pogo elimination devices could use vertical lines in them (you just drew them onto the -3 but but put big blocs on the -5 that does not have the "fin" like feature.) So LR-91-AJ-3 engine. Color good, Shape good, Detail good..... LR-91-AJ-5 engine: Color,Shape good. Detail the Pogo/Vibration blocks are lacking detail that the drawn section on the -3 has (vertical lines... a lot of them) Other than that Mission Control says Go for Launch!
-
So I was inspired by JSO earlier today to make a "clean" Agena.... Parts involved: Agena Nosecone, D-tank and D- engine and many Titan II parts. Stock Mk3 Cargo fuselage (yeah the huge slab sided affair) Stock girder beam Batteries and solar pannels from both BDB (Solar Battery) and Probes!PLUS. Origami Large Antenna from ORIGAMI Foldable antennas for RemoteTech 2 The mission, Create a Deep Space Communication Network so that my probes to Iota etc can actually communicate back to Gael in my 2.5x scale GPP playthrough. What do you all think? First: Prior attempt. Was to launch the whole constelation at once in a Saturn MLV. Now the ultimate Titan IIIc- form (UA-1202s instead of UA-1205s on this Titan IIIC.) I ended up switching to the Single Satellite launch on the Titan IIIc- for Cost reasons. The Saturn MLV to launch 4 of them (with the Origami antenna exposed on Agena) cost me close to 800,000 credits. The same basic payload (except neater with the inline tweak-scaled Mk3 fuselage) on a single Titan IIIc- only cost 64,900 credits. Sure it is a little harder to get a constellation into a perfect multi unit orbit around Granus (the Sun) but hey I save a boatload of cash. Oh and for those wondering, the Agena with or without the Mk3 fuselage is too heavy for a Titan IIIa to lift in a 2.5x GPP play-through by about 900 m/s to LGO.
-
IRL a different nose-cone would have to have been devised to transfer Life Support supplies (the Gemini Nose only transfers power and basic controls. But as others have said... Life Support. Personal I use the 0.9375m- 0.625m BDB cone and the Probe-drogue docking port from IRL Apollo or just throw the 0.9375m APAS AAP docking port on Agena when used in this role. Same with the Gemini LS transport pod.
-
Glad you love the mod! It is a fun and pretty accurate (shape wise*) mod of Real space Rockets and sometimes their hypothetical derivatives. A) Most Apollo missions didn't have the LRV. Only 3 were launched IIRC. That means less than half of the missions had them (counting the aborted Apollo 13) B) the LRV is of dubious value. It has a range of 1.5 miles and NO load capacity beyond Crew (2) C) most importantly. Cobalt has stated in the past that the LRV is not on the table soon if ever. There are several Mods out there with LRVs in them. I think one is even KIS/KAS enabled so you can haul it up in tanks and assemble it yourself just like the Astronauts had to. Some of the larger KIS tanks attach nicely to the LEM decent stage. Whoops didn't see CobaltWolf has already posted on this! So what he said! *YES I KNOW Saturn V is not a homogeneous scale and the Titan SRB parts are WAY out of proportion currently on Saturn MLV you don't have to tell me
-
So one reply for all of this.. For those not in the know, (correct me if I am wrong @CobaltWolf ) I think this is the 3rd texture for the upper stage. It is behind the curve compared to the maturity of the lower stage. I spent quite a bit of time watching it being made on Saturday/Sunday and it was enlightening to just how hard Cobaltwolf works to give you the art he does. I HIGHLY suggest attending a DevStream of CobaltWolf's just to see the work that goes into a single part in this mod. Cobalt, it might be to shiney of a UV unwrap but you haven't added your patented oily streaks etc yet correct? Isn't that 3 or 4 steps further down the Texture road-map for you? I actually like the Shine on the high points as it looks more Non-Metallic Metal (NMM). I think the UV unwrap for this has done you a favor for the metals... After Dirt/Grime/Oil I hope the White will "snap in" and be more inline with how it looks. I pray you don't have to adjust the luminosity of the base color of White you are using. For those not in the know, NMM is a painting technique used by physical model builders to paint metal things with non metallic paint and have it look like it is metal.
-
So I have been studying the Pictures posted from this weekends Dev stream. I really REALLY like what I am seeing. both the 23G and Titan III textures sing and they are not even done. I am not certain I like the all white myself but I know that is a personal preference. I know there is a lot of work to do on both of those all metal schemes, and I do hope you can bring out the real life nature of all the different types of metals used in Titan over the years. The skin on Titan III tanks being a different alloy to reduce costs causes the goldish tinge while the Titan 23G is a built as a Ballistic Missile Titan II and needed the ability to stay fueled with it's caustic propellants for long term (thus more expensive tanks with a more uniform color. @CobaltWolf I did PARTIALLY confirm that the Titan I's first stage skirt is in fact part of the Elevator that lifted the Rocket out of the Silo so it could be fueled and fired. It is called the "Launch Pad Thrust Ring" per Wikipedia and 3 other sources. One source states that if it had been left behind on the Silo/elevator pad, the Titan 1 First stage tank would have had to weigh 3x more than it would with the ring attached (extra ribs, thicker skins whatever it does not say.) It is not an Aerodynamic-enhancement structure and in fact only provides extra strength to the first stage. I have some anecdotal information about the scoops on the various LR-87s as well. It appears that several engineers thought he 90 degree end on many of these rockets would cause an airflow vacuum around the engine and reduce radiative cooling. The scoops were added to enhance engine cooling. They were removed early on Titan I because the Thrust ring removed the need for them, but they remained on early Titan II engines which included GLV Titan II as they were built before the full production USAF model.
-
I would add that the Titan I was not cold launched, Nor was it fully fueled until launch. The shroud could easily have been thermal protection against a LOX spill during fueling for all we know. The upper engine area IS ceramic and cold /= good with most 1950s era ceramics. That being said, it could also be a re-enforcement for the bottom of the tank/engine joint area. A last (and in my opinion MOST LIKELY) is that the bottom skirt is part of the Elevator that lifted Titan I out of the silo to fuel and launch. The rocket had to stay vertical above ground in the plain states (very windy) while taking on Fuel prior to launch. There are no towers so extra re-enforcement in the first stage is kind of the obvious alternative. This last is the BIG reason that Titan II was Hypergolic (the fuels are "mostly" storable and the Rocket can launch right out of the Silo without a bunch of pomp and circumstance..)
-
Or two options. Make certain Adv Tweakables is Turned on and then after docking just "Auto-Strut" to the Command module / Heaviest part. Alternatively get a mod with big docking ports / Use big docking ports. My Depots all use either the 2.5m SR docking port or the 1.875m MOL docking-port from BluedogDB I built a Tinker-toy (Assembled in space) inter-planetary cruise ship (more than 20 Brave Kerbals) with non-linear (The engines were well off the Center of flight) and had no issues using Auto-Strut.
-
Go to Sigma's Github. It has a new update. He won't post updates in Forums anymore.