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biohazard15

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Everything posted by biohazard15

  1. No, that's correct behavior. Atmosphere and gravity doesn't change much in rescales, since these are Earth-like already. Thus, launching something straight up tend to produce very stock-alike results.
  2. Nice! I remember how I tried (and somewhat succeeded) to make a CZ-1 replica with BDB and other parts. Now I can use the real deal Question: does it have RealPlume support for lower stages, or at least stock-style plumes? I do not use Waterfall.
  3. I have a question about RTG fuel decay system used by this mod. What I'm trying to do is to add Po-210 as a fuel option (via B9PS switch) to BDB SNAP-3 RTG. Basically a short-lived RTG (days instead of years) with large power output. @PART[bluedog_RTG_SNAP3]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.15 HalfLife= 8.35 EasyMode = True } MODULE { name = ModuleB9PartSwitch moduleID = IsotopeSwitch switcherDescription = Isotope switcherDescriptionPlural = Isotopes SUBTYPE { name = Pu-238 title = Plutonium-238 descriptionSummary = Traditional RTG isotope. Long half-life, but small power density. Suits best for long, lonely cruises to outer planets. defaultSubtypePriority = 2 } SUBTYPE { name = Po-210 title = Polonium-210 descriptionSummary = Short-lived isotope with extraordinary power density, suitable for short-lived but extraordinary missions. Requires some extra (but quite ordinary) radiation shielding. defaultSubtypePriority = 1 addedCost = 50 addedMass = 0.001 MODULE { IDENTIFIER { name = ModuleRadioisotopeGenerator } DATA { BasePower = 30 HalfLife = 0.0001 } } } } } The switch itself works as intended (adds and changes values), but actual decay rate does not - it's as slow as if I never changed HalfLife. Efficiency percentage goes down at the same rate. Is there a hardcoded minimum value? I've tried various values, but it doesn't seem to work.
  4. AFAIK there is no third-party visual packs for KSRSS. It has its own configs for EVE and Scatterer, though. Yes.
  5. Wow, that's not just overkill, that's basically another TLI burn. But yeah, Atlas V is really cool. Probably the most advanced Kerolox 1st stage ever built. Try something about 35 m/s. You may want to lower it to 20 m/s or less when you're out of atmosphere. (Again, this is what actual Atlas V does - one of the reasons for throttling down is to ensure clean fairing separation)
  6. First of all, two-ton payload to LEO (MEO, if it's a Scansat and you want to achieve optimal orbit) is not the best payload for Atlas V, even 401. This rocket was designed to launch heavy satellites to GTO, not small stuff to LEO. It's like launching Mercury on Saturn V - you can do it, but why? For this kind of payload, Atlas II or Delta III are a good choice. Second: too much TWR. You should do what ULA does - pull down the throttle lever. Source: https://www.ulalaunch.com/docs/default-source/rockets/atlasvusersguide2010.pdf , page 2-17 (see throttle graph). This is absolutely normal in stock and low-scaled (2.5-3x) systems. Basically this means your rocket has too much TWR and overshoots the target altitude. This also means you're wasting fuel. This should never be done on Atlas V. This particular instruction is meant for low-TWR rockets, like Atlas-Centaur or Saturn I/IB. Atlas V is not one of these.
  7. It has come to my attention that Pioneer 10 RTGs do not have NFE support. This fixes that: @PART[bluedog_Pioneer_SNAP19]:NEEDS[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 1 HalfLife= 8.35 EasyMode = True } @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[meshSwitchExtension]] { !SUBTYPE[Extension] {} SUBTYPE { name = Extension transform = Extension transform = Extension.001 addedMass = 0.014 descriptionDetail = <b>Initial power output:</b> 1.5 Ec/s MODULE { IDENTIFIER { name = ModuleRadioisotopeGenerator //raycastTransformName = sunCatcher } DATA { BasePower = 1.5 } } } } } Also, a thought: a B9 switch for SNAP-3 to make it use Po-210, as was the initial plan. While polonium is obviously not the best choice for RTG due to its short half-life (that's why they used Pu-238 instead), it offers exceptional power density. My idea is RTG that offers a truckload of Ec/sec (around 30-40, maybe even more) at the cost of being able to work for days, not years. Could be an interesting early alternative to NFE reactors and capacitors. Thoughts?
  8. Not sure if BDB alpha bug or something in my mods: Any help would be appreciated. I've deleted old Saturn rescale patch before installing BDB alpha, and I don't have any other mods or MM patches that affect scaling.
  9. It does look out of place on most small and medium mounting plates, especially conical ones. Titan I plate, for example. Besides, no BDB engine uses such a large ring anymore. Speaking of H-1D on Saturn - its model needs to be rotated (about) 45deg to properly aligh with S-I engine mount: H-1D is fresh from part list, placed on top right node with 4x symmetry. You can see turbopump exhaust is misaligned. Standard 90-deg rotation can't fix this. Same parts, but H-1D rotated 45-deg. H-1C does not have this issue. (It does, however, have another one - no early variant to use with Saturn I, which leads to a quite amusing sight of H-1C having two turbopump exhaust pipes) Also, what's with this dark gray ring on S-I engine mount? Looks like untextured leftover.
  10. Ah! Good to see this mod was adopted. Great mod idea, but unfortunately too buggy back then, so I've dropped it. May try it again in the future, if\when OPM gets a graphic upgrade (currently I'm on KSRSS 16K, and damn that looks gorgeous)
  11. Great mod back then, but desperately needs a major overhaul today. Graphics are extremely outdated. Part scaling does not follow modern mods (CactEye does not fit into SOCK cargo bay, for example). Is there any way to add CactEye functionality to SpaceDust Hubble via MM patch? That would be great for both mods, since SpaceDust is pretty much collecting dust (no pun intended) due to nobody bothering with configs for it.
  12. Looks great! But, a request: since technically it's not a part of Apollo-Saturn revamp, can you upload it to master branch, not only to Apollo revamp one?
  13. I'd like to add that such behavior is actually realistic. Ground-lit boosters are jettisoned at 1:27. You can clearly see them tumbling shortly after clearing the rocket. Engineers normally don't care how expendable boosters fly after jettisoning - as long as they clear the rocket and fall in designated areas, they're fine.
  14. STS-71 This one was a real PAIN. My advice if you're using MJ docking helper: undock Kristall, dock it to Shuttle, dock to Mir using Kristall as your control point. In Soviet Russia, you don't dock with space stations - space stations dock with YOU.
  15. Check "apollo-saturn-revamp" branch. Unfortunately no - its only purpose is to survey resources. SpaceDust also needs a config set for each planet pack, meaning that in most cases your Hubble is just a nice orbital trinket.
  16. Yeah, IB tends to be hard. The secret is to use PVG and highly lofted trajectory, as detailed in wiki. Even then you're in for a long and slow ascent. Also, check Apollo for any extra mass - some mods add extra resources (like Snacks of Dangit), which you may not need on that launch.
  17. It's been a very long time since I've used Fregat, but I remember it had an engine made specifically for it (so it doesn't look strange and the engine nodes give enough clearance). I can't find it now, only stage itself and additional fuel tank. Help?
  18. Can you post KSP.log (found in main KSP folder)? "Freezes" during loading are pretty much normal for modded KSP. Heavily modded installs may take 10-15 minutes to load (some take 20+ minutes!). Just Alt-Tab back to browser or whatever you've been doing and wait for main menu music. If game crashes during this time with no apparent reason, this may indicate insufficient RAM. 0.7 beta is meant for 1.10.1 and later versions. It works fine with 1.12.2.
  19. Hello, and welcome to the forums! First of all, you've installed KSRSS wrong. Do not extract the whole archive into Gamedata, extract only KSRSS folder. Second, what do you mean by "doesn't work anymore"? It doesn't load at all, crashes during loading, doesn't load the save? Also: you really don't want to use Steam install as your modded install. Copy KSP folder anywhere else (it has no DRM or whatever, you don't need Steam to run it), and keep Steam install 100% stock.
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