Jump to content

Pappystein

Members
  • Posts

    2,385
  • Joined

  • Last visited

Everything posted by Pappystein

  1. I don't know, If you add that and and make the trailer out of the Mk3 cargo bay.... Open the top to reveal the back half of a Helicopter.... Wasn't there a Super car TV show in the early 1990s that had a Semi truck transform into an Attack helicopter with 7 seats? This is getting dangerously close
  2. On that subject and before I post a bug. Is anyone having issues with the MFT tank nose adapters being upside down, IE the wide part is at the TOP? I was just trying to do a 6.5-5m nosecone for my Saturn II's first stage. I ended up having to conicalize the Petal adapter that is protecting my FASA M-1 engine. The later nose mounts all seem to be reversed. I am running a ton of mods so I wanted to ask before I hit the tracker with it and a bunch of useless data (assuming I am the only one.) Oh and here is a picture of the completed craft (Using parts from FASA, SSTU, Space-Y and RLA extended, Personal CFGs for some of these parts). I have landed on the Mun with the Orion capsule, and returned to Kerbin with a re-dock to the 2nd stage with it's M-1 engine. Saturn II with Orion capsule as lander
  3. Assuming you didn't stack something on top of the LEM hatch.... Go to IVA and click "Open hatch" handle. The LEM was made by DennyTX And he took a straight engineer approach to everything (which is awesome but makes you have to click buttons inside to work certain things. This is one of several reasons why I have switched to using SSTU's Apollo top end on FASA Saturn Rockets.
  4. Ok, that makes my launcher just a little heavier than. With the F-1B I am getting 33m/s at 1km I did a 3 Core Saturn 1M with F-1s (2x in the boosters 1x in the core) and was able to lift a lot to orbit easy.
  5. @tater, I am curious what drag and scale mods are you using. With the SSTU F-1 engine + scaled 3.75m Fuel tank size, I can barely get an Apollo CSM and associated parts into LKO with a Saturn IC as you described. If I add 4x Castor replica SRBs It is a comfortable Orbit. I had to use the full up Saturn II with the 5m base diameter and my own SL rated J-2 engines (x6) + 4 UA-1207 SRBs to launch LMO. *All SRBs are taken from FASA and modified according to appropriately scaled RW mass and thrust.
  6. Sorry for the necro but since I don't think anyone answered this part (or I missed it if someone did.) the Bell 8096 (LR-81) was that small. And Hypergolic fuels were used in the early days of manned rockets (Me-163 Komet!)
  7. If I understand @Shadowmage correctly, the issue is when swapping an end node for the hatch in the Gui. If that is the case what about a second part that is the Airlock.. we add 1 part and not a lot of additional work for Shadowmage. Vs trying to rebuild a bunch of code... @tater I can see several uses for a tiny 1 Kerbal hab (including as a life-boat/emergency escape pod.)
  8. The Engine Bell is almost identical but the Turbo-pump assembly is "Simplified" I have never found an actual side by side to compare but several were tested at NASA's old engine test site (not the John C Steinis site they use now.) A Dirty J-2 Engine tree J-2 J-2 PIP (higher thrust due to slightly changed internal Bell structures, Commonly just called J-2 but with a higher quoted thrust) J-2S Improved turbo-pump design with simplified flow for improved thrust/ISP and lower costs J-2SL is a J-2S rated for maximum Thrust and ISP at Sea Level J-2T-200K is a 200,000lb thrust Toroidal Aerospike based on the J-2S Turbo-pump assembly. The thrust structure, Feed lines and all are the same as the J-2S, only the Bell itself is replaced with a Toroidal Aerospike end. Please note this is NOT a flush mount Aerospike there are physical gimbals behind it. J-2T-250K is an uprated J-2T-200K to, you guessed it 250,000lb thrust. HG-3 is a J-2S with a slightly larger turbo-pump and a suitably enlarged engine bell. HG-3Sl is a HG-3 with Sea Level optimization. RS-2200 is a J-2S pump and Gimbal/Thrust structure that is limited to single axis gimballing and modular so multiple unites can be interconnected, This is a linear Aerospike
  9. I am sure I am not the only one who has a LIST of missing engines for SSTU treatment. All the J-2 variants including the various SL rated, the HG-3 "Uber variant" the J-2S and both members of the J-2T family as well as the RS-2800 L-aerospike come to mind .... if we are JUST talking about J-2s I would suggest if you are going to do it (a MM.cfg mod) the way that you did Bobcat, that you look beyond just one or so mods. If nothing else the different engine art could differentiate between various versions of the Rocket engine... if nothing else.
  10. @Duski Sorry, I was referring to the GAME build ID, It is in the bottom right of the start screen when the menu is up. I had a problem back when 1.0.5 came out where I somehow had an "in-correct" build ID. It caused issues with the dlls like SSTU uses. Also what OS is your computer?
  11. That will not work... completely. SSTU uses model switching which is code written specifically for each version of KSP by @Shadowmage. Using a 1.1.3 Version on a 1.2 game would cause issues. What Build id number is your current installation?
  12. There is no reason to Paypal me for the Free beer as it seems the FAST mast is actually rectangular and not circular in profile. I have seen a Circular expanding structure demonstrated at college years ago for an alternative to the scissor lift style of lift truck (for working inside a building.) I extrapolated from there. The Circular style had Hydraulic rams (3x) mounted low in the Helical stack and attached to the Chassis, As each ram moved it would alter the speed of deployment. It was deemed less reliable than a standard Scissor lift on the rectangular chassis. The Helical/round lift would be best used on a small lift truck (with a working platform less than a 1.5m^2 at earth Ground level. Standard Scissor lift trucks are ~1.25m x 2.5m platforms.
  13. When it comes to KSP I don't have enough log-fu to make heads or tails of it. However I have to ask, Are you useing KJR? I think I have traced my phantom force glitches at certain altitudes and or speeds to that. I am not ready to post a bug report yet because I have only made one flight since removing KJR. But the Phantom Forces (enough to yaw a 100 ton SSTO 90 degrees off the flight path in an instant,) did not appear on my last flight, I mean aside from the always present lazily listing to the left my flying craft seem to do under time-warp with SAS on.
  14. @Shadowmage 2 thoughts on the Solid Torus model you posted 1) 3.125 or 3.75m for more room? 2) many NASA Torus proposals were modified. as 6, 8, 10 and 12 flat sided rings, often times with the livable space being attached to the outside of said flat sided rings.... It would be easier to build said flat rings and allow players to customize what payloads their particular stations need. You could make the Rigid torus a Structural ring that other modules are docked onto to create a large HAB / LAB area. This gets around the perceived issue with expanding structures because instead of a full HAB or LAB space packed down, we are now just talking about a walk-way to the hab/lab modules that the player builds up. (Yes I realize that the existing DOS modules would actually be too long and have a greatly variable gravity) A Small "Elevator" capsule could easily be used to transfer from the ring to the central node of the station further alleviating concerns about everything packed so tightly FREE BEER! Ok, so remember that in Space we have to worry about the forces of Solar Wind, Gravity and Friction... But only Friction is similar to what it would be on the Earth's surface and Solar wind would be replaced by real wind. The Truss is made up of Helix shaped parts that interlock and when folded down lie both above and below but inside and outside of each other. Much like a standard chain can fold up into a small package. The Guide rails compact down like an old fashion (1970s old fashion) rabbit ear telescoping antenna. The Helical chain parts are Connected to the Solar array on the inside, The Telescoping Guide rails are attached via cables on sliding rings, to the outside of the Panel. A Motive force is applied to the telescoping guide rails (not certain WHAT this force is but it could even be some form of intert gas or a worm gear and electric motor given how minute the opposing forces can be.) The guide rails extend pushing the end cap out that is also attached to all the above parts. the Central truss starts to follow and like a lego block locks in place when properly extended. Over simplified and I am CERTAIN given the lighting that this was done on the Dark side of the planet (Sun opposite) and with the array pointing at earth for minimal solar wind activity and maximal boost from Gravity.
  15. @blowfish,That may be true, in theory, but I have never had it work that way. I routinely have had Mod Manager running 2x at once (easy to tell, the text on the loading screen is lines written on-top of lines making them un-readable. This ALWAYS produced an unstable KSP 1.0.5 back then
  16. @Duski Based on your statements it sounds like you have a Borked Mod or Install. I would suggest UN-Installing KSP, Deleting any directory that remains after un-installing and then install KSP 1.2 again. I am running close to 60 mods on the KSP-X64 and other than a minor mod interaction issue that causes phantom forces at certain altitudes, All mods including SSTU are working great! You need mod manager 1.7.1, If you have OTHER Module manager DLLs in the GameData folder problems will ensue.
  17. Correct me if I am wrong (and I know I probably am at least not right,) but couldn't a Realchute integration and a Requires RealChute dependency, fix most of your issues here? I mean assuming you are not trying to make your own GUI etc for all the various portions?
  18. Thanks for getting this updated for 1.2 @DMagic. My rebooted Career was waiting on this to be updated.. As an aside, is it me, or is the new Career mechanic giving more funds for rewards?
  19. Um, not to nitpick but nowhere does SQUAD say that the MK3 pattern fuselage is supposed to mimic in scale the Space Shuttle. On the other hand. Good experimenting and good documentation of your work! /joke PS real space stations are launched on Saturn II rockets! /joke
  20. No this will not help. The same issues occur in Sandbox as career. @mechanicH Thanks for the idea though!
  21. And they do not exist in the VAB or SPH... IE no models to place IS there supposed to be a Texture Zip for this update?
  22. Not trying to sound snippy or go off on a rant but HOW would you make one to Scale? Scale requires a size reference (tape measure) in game that is adjustable to the size of the object you wish to make, I looked at a Picture, Guessed the correct length for the CCB, made 2x copies and radially attached, Viola Delta IV Heavy. To be clear, There is no handy reference in KSP for how long a CCB tank, or an Atlas tank or a S-IC/S-1D tank etc. etc. etc. should be. It is not like KSP puts a perfect .64 scale picture on each wall of that profile so I can just chug blocks together. WOW! those are some nice looking panels. I will have to wait until your next release before I start my new Career!
  23. Just to be clear since you didn't provide any information. The RS-68s and Fuel tanks are coming from SSTU and you are not running other mods (SMURFFS RSS or RO being the prime ones I am thinking of right now.) With 3 CCB boosters and RS-68s you should have TOO MUCH power. a .94 is an very good TWR for a Fighterplane where the wings provide the lift. it is a HORRIBLE TWR for a VTOL or a Rocket. As Jimbodiah stated in the post above, did you throttle up?
×
×
  • Create New...