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biohazard15

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Everything posted by biohazard15

  1. No problem with Dropbox on my side. Craft files themselves, however, is another story. Many of them won't load after update, due to use of old Soyuz parts (mainly RCS).
  2. Old bug, or better to say, Squad oversight (all stock crewed parts have hatches, so they never put a check). Easiest solution is to edit your save: - Quicksave - Alt-Tab (no need to close the game, or even switch scenes), go to KSP\saves, locate your savegame folder and open quicksave.sfs with Notepad (backup it first). - Locate the offending craft (search by stranded kerbal's name) - Locate the part in question (something like "tucana.crew.s1.1" or whatever). There are two instances of it, you need to find and change both - Change it to any part with hatch (I use stock Mk1 pod). Note that you need to put the part "config" name, and change "_" to "." (i.e. "mk1pod.v2", not "mk1pod_v2") - Save the file, close it, and get back to game - Quickload. If everything was done right, the offending part is changed into Mk1 pod. Proceed with rescue.
  3. Good to hear. Tiny reactor (around 20-25 EC\s at 100% power) would be really useful for small ion-powered probes. Well, one of SNAP-10A mission objectives was testing ion engine in space. Although things went south pretty quick (the engine was plagued with problems so they had to shut it down). Speaking of BDB ion engine - that's my radar\biome SCANSat design in current career: Also features various NF parts and Coatl camera\biome scanner. This is actually Block 2 - Block 1 was one of my rare forays into RCS-only attitude control. It wasn't quite successful (MJ didn't like it much), so for Block 2 I've added Coatl reaction wheels block (visible near the biome camera). The red glow indicates broken tracking mechanism on solar panel, courtesy of OhScrap.
  4. Ah, no problem then So THAT'S where this funny-looking pipe engine comes from! WRT solar panels - maybe SNAP-10A along with them? I often use Near Future stuff during mid-to-late game, and one thing I've learned is: for anything bigger than tiny probes, go nuclear, or go home. High-performance solar panels are a) heavy, b) still require a buffer of batteries and optionally capacitors (read: extra weight), and c) require sunlight (duh). In almost all cases, you'll get better dV and usability if you use MX-0 or MX-1. The hypothetical BDB SNAP-10A could use stock fuel cell mechanic and enriched uranium from CRP, with MM patch to use NFE reactor mechanic.
  5. It looks just fine, don't worry about that. Although an optional black color would be nice. Full black, no stripes.
  6. Awww, my beloved early-game sat engine! I hope it will stay as it is now, with engine and probe core as separate parts?
  7. That is actually a "problem" with BDB Titan - it's so flexible it makes all other rockets either irrelevant or obsolete. I actually had to force myself to use Delta II to launch anything that weighs less than 2 tons and can be folded into 1.5m fairing. Just because "launch everything on Titan" is too boring. BDB Titan is great, but I wish for more balancing. Increasing its price would work, at least until you accumulated enough kerbucks to stop caring about such things.
  8. I'd say make it two parts - a truss with tiny RCS thruster and 0.3125m mounting ring (basically a "baby Burner"), and a 0.3125m monoprop engine. Or simply reuse Staara 10, which represents all the small Star solids. What is more interesting, what exactly is that little solid? Here's an archived image of old Thiokol site: https://web.archive.org/web/20000816210350/http://www.thiokol.com/STAR5-27.htm It is most likely NOT a Star 10\12(A) which was used in Corona\Gambit buckets - it appears to be larger than 12 inches. Star 17, maybe? Or some custom and\or non-Thiokol model?
  9. From cfg I see that it should, but in-game it doesn't have any. The game is 1.8.1 with nothing except BDB and its dependencies. EDIT: Scratch that, I'm dumb. Didn't figured out the fact that extra node appears only if you toggle the end cap. Sorry for the confusion
  10. Right, that'll do! Forgot about that. However, any chance to adding a second set of nodes to it? That would help to mount pieces like stock materials bay. Not sure how the stock drag model would like that, though.
  11. 1) Some photos show this ring being used to handle the sat. For example: It may have been designed as 2-piece assembly - top ring is attached early and is used as handling aid, while bottom one is attached in the end, and then both are left attached to Titan 2nd stage. Titan IIID for reference: Of course, we may be wrong and the upper ring did remain on the sat, but then how the lifeboat RCS is supposed to work? Generally, it is a bad idea to obstruct RCS thruster with a curved piece of steel. Especially if it is your last RCS thruster. 2) Doesn't look like there were solar panel variants - that decision to add two extra segments came during design phase. So presumably all KH-9s used 11-segment arrays. As for how they were mounted or how they were extended - found that, thanks to @Dragon01's link: Note the absence of adapter ring. (Also, I HATE globalsecurity site. Sorry for the tiny pic - they have thumbnail, but clicking on it gives you 404.) 3) Totally yay for tiny RCS tanks, especially if smaller than the ones from Tantares. These are indeed needed - for example, to give some extra dV to a Pioneer 5-based satellite bus. Also, saw the (projected) parts list on Discord. Any chance for a service bay w\toggleable doors that can be installed in place of mid-section assembly? The idea is to pack it with science stuff, send it in space and use RVs to recover full science points.
  12. WRT WIP Hexagon: 1) If I understand correctly, it is modeled with that ring at the end: NRO's "The HEXAGON Story" identifies it as "booster adapter". All "KH-9 in orbit" sketches from that book do not show it. Another NRO's book, "The History of HEXAGON Program", features a sketch of KH-9 as seen from the aft, and there is no identifiable ring either: Not sure if it was supposed to stay attached to the satellite. 2) Solar panels: "The HEXAGON Story" tells that initially they planned to mount 20 solar panels (in two arrays of 10, I presume), but eventually had to add two more. The sketch also show 11-panel arrays. (By the way, I was never sure how they were mounted and deployed. The only conclusion I came to is that they were mounted on deployable booms inside the aft section assembly (you can see a "rail" inside on that pic above). RCS thrusters were mounted at the endcaps of said booms (seen on photo). The booms extended once in orbit, and then solar panels deployed. If KH-9 actually used such system, and if you ever plan to replicate it, it would a) be beyond cool and b) solve about 97% cases of "where the hell I am going to put solar panels") I was wondering if you model these little N2 tanks. I think everyone here would agree that we need these as a separate part. Because of, well, reasons .
  13. Totally not my point... but okay. I guess Restock and Restock+ are now required for Tantares. No problem.
  14. No idea what half of that means, tbh Would it break my crafts in some horrible way if I use my fix until a proper one comes out (which, I guess, involves model editing)? That's sad
  15. Tried to guess some numbers experiment with attach nodes in cfg, and made this fix: node_stack_top = 0.0, 0.044, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, 0.1355, 0.0, 0.0, 1.0, 0.0, 2 It also fixes the node "priority" (or whatever it called), so now it attaches according to part orientation (previously, it tended to use wrong nodes). Also, SR-120 SRB (MX 3rd stage) is advertised as SafeSolid (TM), while in fact it is not. But that's an easy fix.
  16. There is a wise phrase, reportedly said by Dwarf Fortress developer. "The interface is coming — it’s not coming in your lifetime but it’s coming." Same can be said about Kopernicus 1.8.
  17. Apollo Structural Adapter: Also, it is named "Apollo Structural Adapter", despite the fact that I don't use real names patch.
  18. There is a 1.8 branch on its github repository, so it'll probably be released along with updated Kopernicus.
  19. Aaaand the reward for loyalty is: LF leak on Apollo SM halfway to Minmus. I just love this game Also, I swear number 6 is like 13 to kerbals. Everytime I launch mission number 6, there are problems. That was Apollo 6. SCANSat 6 - somewhat botched trans-Minmus injection, followed by solar panel failure (a huge deal for this particular series, since it uses ion thruster). Surveyor 6 sample return lander (Minmus again!) - still sits there, with broken ascent engine. Or maybe it's just Minmus...
  20. SSTU mixes too many stuff for my liking. My default setup are "space program"-based mods - BDB (augmented with ReDIRECT) + Tantares + KNES (and a bunch of packs like Coatl and NF for non-launcher parts). One of the reasons for this is that I like to roleplay a bit - when I need a new launcher\satellite, I organize a "competition" of sorts between programs (stock is also considered a separate program). The rule is that I can use only parts from the respective mod (i.e. no BDB\Tantares mix). Exceptions do apply, of course (stuff like launch clamps, struts and Klaw are free for all to use, as generally the science parts). This offers some small, but quite fun challenges. Tried BARIS on a new save, BTW. Went back to OhScrap and old save after a couple of hours. BARIS is either bugged (I used 1.9.0 for 1.7.3) or it's me who can't get it to work properly. Part conditions jump from excellent to poor and back randomly, static tests and successful flights doesn't seem to register properly, etc etc. OhScrap is far from ideal ("SRB failed to ignite" is a certified nightmare material), but at least it works for me.
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