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ChainsDD

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    Bottle Rocketeer
  1. I wanted to do a launch similar to the SpaceX/Orbcomm launch with BoxSat, but they didn't allow surface attachment. Whipped up this little MM config, thought other people might find it useful too. @PART[62cm_BoxSat_Frame] { %node_attach = 0.0, 0.0, 0.3125, 0.0, 0.0, -1.0, 0 @attach_rules = 1, 1, 1, 1, 0 } @PART[62cm_BoxSat_PayloadFrame] { %node_attach = 0.0, 0.0, 0.3125, 0.0, 0.0, -1.0, 0 @attach_rules = 1, 1, 1, 1, 0 }
  2. I was having the same issue, but with many KW parts. Turns out it is TweakScale. You can just delete GameData/TweakScale/KW_TweakScale.cfg for an easy temp fix. It disables TweakScale from all KW parts, but it lets you use them again.
  3. I love the look and purpose of this mod. Fantastic job! I've been trying for a couple days to work out the root/attach bug, to no avail. I know exactly what's causing it, the slot attachment nodes, I just have no idea why... An idea i had would be to make it so that instead of attaching the cards like any other part, have a menu to add them in. Also, possibly make it work with KAS, similar to CactEye and it's processor mounts? It would be awesome to have cards fail and have to fly repair missions for it.
  4. Anyone else having this issue? I have both the old and new style toolbars, but the new one doesn't actually filter the parts... Result of clicking Engineer in new toolbar Result of clicking Engineer in old toolbar I deleted the old PartCatalog folder before installing RC2, and started a new game to test it...
  5. Thanks guys. Exactly what I was looking for. One day I'll learn all that fancy math...
  6. I'm sure that there's a simple answer to this that I just haven't found yet... Given the apoapsis and period of a desired orbit, how would you go about calculating that the periapsis should be? I realize I could just fiddle with it using KER until I got what I wanted, but I'd like to know how to do it on paper...
  7. That looks good to me :-) Thanks! Now to figure out how to code it...
  8. Ok, So I understand how to calculate Delta V for a particular stage, and for the rocket as a whole. Where I get confused is this, if I have a stage where I have a combination of different fuel types. For example, I have a rocket similar to the Space Shuttle, with a liquid fueled engine and 2 SRBs. To calculate the total Delta V for that stage, would I calculate the Delta V for the liquid engine, then the SRBs and add them together, keeping their fuels separate, or would I find the average Isp for both types of engine and the total fuel? Things really get confusing for me when it comes to the mass and calculating the Delta-Vs separately. I need to use the dry/total mass of the entire ship when doing the calculations, but should I use the dry or the total mass for the SRBs when calculating the liquid engine? I'm not concerned about possible efficiency issues, just curious about the calculations.
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