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biohazard15

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Everything posted by biohazard15

  1. Hooray, now I can finally play career! Well, sort of... there are several mods that either not updated (KW and RLA) or are in development (SCANSat)...
  2. Native Russian here... That's not Block G, that's block D. Rockets made by Progress plant have their stages named for Cyrillic alphabet letters. N-1 stages are named ÃÂ-Ñ-Ã’-Ó-Æ(A-B-V-G-D). You may see that D is fifth letter in Cyrillic, that's because Block D is actually N-1's fifth stage. Block G was Earth departure stage (it's LLV-T160D fuel tank and LLV-E0150D engine in TantaresLV) Now, on a three-staged Proton it would be a 4th stage - but Khrunichev didn't assign letters to Proton stages, so Block D still would be called "Block D". Interesting note: Soyuz stages are: - Boosters: Blocks B, V, G, D - Core stage: Block A - 2nd stage: Block E on Vostok and its variants, Block I on later variants. Also, Progress calls Soyuz a three-staged rocket - because in Soviet (and later Russian) space program boosters are considered as a separate stage, not just strap-on rockets or "Stage 0".
  3. Yes, I mean dual-mode settings. WRT core mode thrust, I think it would work - but you should decrease booster mode thrust to keep TWR sane. Aim for boosters separation at 700-750 m\s, core stage separation at 1500 m\s. 2nd stage should have around 1000 dV with Soyuz or Progress as payload.
  4. DDS: Loads fine for me, in both DirectX and OpenGL modes. nVidia graphics. 5m "fairing" is still buggy for me. I suggest removing them and telling people to use Procedural Fairings mod instead of this stock abomination if they want 5m fairings (or, better to say, if they want REAL fairings! Yeah, I'm a stock "fairing" hater) After a quick looking over the configs, I've noticed that some entry costs is still off-balance. Part costs can be balanced only after some career mode play, which I haven't done yet. WRT costs, I play with a custom MM patch (made that myself) which brings NP prices in balance with stock and KW prices. It's most likely outdated for now, but I'll check it once KW gets updated (should be mid-May) and post it. EDIT: Found another bug - nosecones doesn't have their bottom nodes fixed (I mean "x.xx meter nosecones"). Found that bug in TV1, but I was sure that someone reported it...
  5. It has overpowered 2nd stage, but underpowered core stage. If you put a standard payload on it, it would lift off rather nicely, but core stage seriously lacks thrust after boosters separation. It can go to space, though - but as soon as you activate 2nd stage, you'll notice that it is too efficient.
  6. What Soyuz really need is rebalancing, not remodeling. The models are great.
  7. Freyja ablator: 1000? I meant something about 300... Thing can easily survive interplanetary speeds (did a test with 82000 km AP, and it used only about 300 of 1000). Single Bearcat: It was used as 2nd stage engine in this 0.22 design. Still flies nicely, although a bit slower. All in all, I like the changes. Booster gimbals: they help... I think. I routinely strap some reaction wheels anyway, so I would suggest taking this to someone who is more realism-oriented (flying without extremely powerful reaction wheels blocks and such). Odin heatshield: it still has some problems with attachment, but I guess that simply cannot be fixed (I suppose it has something to do with node placement - central node might become obscured by landing legs' nodes, which causes editor to go mad). Rotate the camera 45 degrees left or right, so your cursor is pointing at the engine nozzles - that helps to attach it.
  8. I've used this tool: http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter Everything seems to be fine, no white parts, glitchy textures and such. Used it since 0.90 and DDS Loader.
  9. Basically, what Chris said. It works fine, without any error flags. Trust me, this is one of my two principal tools when it comes to testing part mods (the other being MechJeb) - so I would ensure the compatibility before using it.
  10. 1) Definitely yes. KIS is much more convenient than KAS, and you do not need any containers. 2) Interesting idea, but would be quickly forgotten in favor of other experiments. 3) Great idea - you might need to fly twice to the same location to get all the science (if you use 2-man capsules) 4) Again, a great idea - just be sure that they would come in the same time player is able to do a Mun mission. 5) If you meant pre-1.0 saves - who cares about them? WRT 1.0+ careers - I don't think that they would be broken by this.
  11. WRT radial boosters and new aero in general: - New aero and Isp systems clearly do not like Soyuz-type rockets. Soyuz from Tantares ran into the same problem - if you give it sane thrust ASL, it would be underpowered when you drop the boosters. Try to correct that by fiddling with thrust - and you risk to get an insane power while in low atmo, which is obviously not good. - New aero also does not like long, thin objects like 1.25m "telegraph pole" rockets. None of my old 1.25m designs is able to perform successfully - while they flew well in both pre-1.0 stock and FAR(!!!) aeros. Oh, and they weren't equipped with any fins and used only gimbals and reaction wheels for maneuvering. And they were completely fine until 1.0 hit. Freyja and ablation: you meant Odin, I presume? WRT Freyja re-entry: 800km Ap. Mind that I am used to DRE+FAR re-entries - which is simply "point your heat shield to retrograde and watch the show". I'm still figuring out new aero (aren't we all?), so this might be inaccurate.
  12. It's 25-ton NRAP and fully fueled Blok-G, so you can make that almost 40 tons It can lift up to 50 tons (using Blok-G as 4th stage), but it becomes wobbly with heavy payloads (No KJR installed). I didn't test it in other configurations, though.
  13. Sometimes you feel the urge to orbit a 200-ton slug. Because of reasons. Also, a bug - these are 5m "fairings". Strangely enough, aerodynamics doesn't seem to be affected.
  14. This ring is used to hold and rotate the station during assembly. It doesn't go to space
  15. Okay, N-1 with 25-ton NRAP. MJ numbers are right this time. I've tweaked blocks A, B and V to 75% thrust. With such numbers, it achieves 100x100 orbit with some fuel left in Block V (not much though - about 200 m\s dV).
  16. As I said earlier, you do not use Saturn V to launch CubeSats. Of course, nothing stops you from doing so, but be ready for consequences In other words - every engine has its intended uses. If you stick Bearcat 5x under a small 5m tank - you're obviously doing it wrong. And if you can't find use for it because your payloads are too light - maybe it's time to go bigger? I would also suggest balancing the costs - especially entry costs. Stock entry costs are 2x-3x regular costs; it's vice versa in NP. Regular costs also need to be raised in some cases - Bearcat 5x is priced at 39500, while stock KS-25x4 is at 39000. Anyway, Energia-like rocket with 60-ton NRAP. I should note first that if you intend to fly a shuttle with such rocket, be sure that you have some sepratrons on these boosters. In a typical belly-up ascent that most shuttles use, these boosters would collide with your wings. The rocket itself is pretty powerful (although it does not want to flip during the ascent). It cannot achieve orbit (not enough fuel), but it can put your upper stage to your desired Ap. Can be tricky to fly in "true" Energia fashion, with payload strapped to its side (but such flights always were tricky ) EDIT LF-A30 aerospike is bugged - it starts at 246 kN thrust, then as the rocket ascends, it fall to 184 (at about 2km altitude), and then it starts to rise again. Looks like atmosphere curve values are wrong. EDIT2 Soyuz boosters - they're simply too powerful for such light part.
  17. After some tweaking, I got the following numbers. Tonnerre: thrust 1600, Isp curve 100-305 These numbers make it an excellent early heavy vacuum engine (it should stay in Heavy Rocketry node). It definitely can be used as a lifter engine - you just need boosters to put it high enough. Boosters: thrust 1350 They are nerfed slightly in order to compensate for Tonnerre's changes. Flight profile with 20-ton NRAP: - 1.25 start TWR - Boosters separate at 8500m - TWR is around 1.3 after booster separation, making it easier to control - Around 550 m\s dV is left after achieving 100x100 orbit
  18. L'Ariane Beta 2, same 20-ton NRAP. MJ is buggy here - it doesn't calculate dV after boosters separation. It is not overpowered now - it's super effective. It can go to the Mun, curcularize there, and then it can go back to Kerbin and circularize there. And it probably can visit Minmus and go back after that. I mean, almost 2500 m\s dV is left in core stage when you've achieved 100x100 orbit!
  19. Okay, L'Ariane. 1.0.2, 20-ton NRAP. First of all: it's TOTALLY overpowered, especially boosters. Its ASL TWR is almost 3(!) at 100% thrust. I've tweaked boosters to 50%, and the engine to 80%. In such config, it flies very nice and smooth - no flips and such (at least with this ascend profile). With 20-ton NRAP, it lacks about 500 m\s dV for 100x100 orbit - shouldn't be a problem if you have an upper stage (I think Blok-D would make a perfect match!). Anyway, it's a very good rocket, especially useful for light but wide payloads. Small bug(?): boosters tend to collide after separating.
  20. Because this is not parts - this is a models WIP. Don't know why Beale released them (probably by accident).
  21. An attempt to make an Atlas-inspired SSTO. - Booster's thrust is tweaked to 33% - and yet, it's wildly overpowered (I had to limit acceleration and AoA via MJ's ascent guidance). - It's not really an SSTO - it lacks about 300 dV to make an 100x100 orbit, but it's still a sound concept. - Couple of SAS-2 Vernier pods are added, in order to help with steering. Not sure if they help, but they surely look cool. - It is pretty hard to fly, as it tends to flip-over. Nozzles should ALWAYS be in parallel with your pitch axis - otherwise, things may happen. Odin: - The heatshield is hard to place in VAB (already reported, I believe) - Heatshield appears to be super-effective - it doesn't even use ablator during 2,5 km\s reentry. Landing legs also don't burn away (while I've expected this).
  22. Ares-I, with Freyja as payload. I've used 5-segment ASRB as its first stage. Had to tweak it to 60% thrust, but that's fine - SRBs always were meant to be tweaked for each rocket. It flies fine, but never, ever try to fly without some winglets at its 2nd stage - it will flip without them, no matter what. It's also somewhat unstable when circularizing - don't know why (Most likely MJ - sometimes it's stable, sometimes it don't. It's really old issue, so old that nobody really cares anymore) "Fairings" are working, but they're still "fairings", no matter how you brand them. Freyja itself: - It tends to flip on re-entry without SAS (flies fine with SAS on, though). - The ablator works fine (I've made a re-entry from 3000km Ap, mimicking EFT-1), but consider adding some more - 200 is barely enough. My Pe was 20km. - "Burn" shader also works, although it might look somewhat... strange (probably something with Freyja's "shiny" texture). I would advise against deactivating it, though - it actually looks pretty realistic.
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