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biohazard15

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Everything posted by biohazard15

  1. You might wish to look at that: http://forum.kerbalspaceprogram.com/threads/97042-WIP-Internal-Combustion-Engine-Construction-Kit-77-Industries
  2. The best solution would be Tweakables Everything mod - with it, you can set decoupling force to 0 and then safely use sepratrons.
  3. Interesting. Although my debug menu also shows duplication, my memory footprint in the main menu, immediately after loading, is 1Gb lower with basic ATM installed. (1.5Gb w\ATM, 2.5Gb w\o ATM). I use OpenGL (without it, the game crashes on load even with ATM).
  4. At last, my quest of updating all my GameData for 0.25 is completed! Thank you Okay, on M50 - with these stats, I find it kinda redundant. It's basically 4x800 with another model (minor differences doesn't count). Sure, tank-butt haters would rejoice, but they're minority (thank God). My proposal is to make it head of 2.5m tier - 2000-2100 thrust and low Isp. Although, it could be used in designs like this one: (Shown with SLS-125, due to lack of proper adapters - which probably could be made by a custom TweakScale config)
  5. I don't use Bobcat Soyuz, so I don't know Maybe they're custom-tailored to overcome the bug. Soyuz-style boosters from NP also could do Korolev cross before 0.24; now they can't, if your speed is lower than 750 m\s. ALV and NovaPunch K1 also designed to go together, but they allow some degree of free use (especially the engines). I don't see why is (projected) Tantares-Soyuz (TLV?) parts can't be used on any other design. For example: strap NovaPunch or KW SRBs instead of Soyuz LRB. Or strap Soyuz boosters to a 5m KW or NP 1st stage.
  6. Sadly, but they will hardly help - you'll get erratic separation, which still can hurt your rocket if separatrons are placed wrong. The best way to deal with this bug is to use sepratrons with Tweakable Everything - set decoupler force to 0 and let sepratrons do all the job.
  7. To clarify: there is two windows on Vostok (as shown at the picture). The hatch is located over the head of the cosmonaut (#15, although on the site is picture from #15 refers to Sharik itself, not to its hatch). Lower #10 is an orientation system window: Would be interesting (with 1.875 and ProcFairings you can get a streamlined fairings for Tantares\Hamal). Although, it would make little sense for people that doesn't use PF or FAR\NEAR (yeah, I too ask "why?" )
  8. Hmm, I second that. It would be nice to get a basic Vostok\Voskhod-type R-7 at the Basic Rocketry node. Main size is 1.25m; 1st stage going from 1.25 to 0.675 (see pic). Also, a custom fairings for Vostok would be nice (with its distinct "window", which is actually a hatch for cosmonaut. Would be pretty cool to use with FASA launch tower) Might be used in three variants: - Sputnik: Core stage and four boosters - capable of putting a small (under 1 ton) satellite to orbit. - Vostok\Voskhod: 2nd stage added, capable of putting Vostok on orbit. - Soyuz: Improved 2nd stage, capable of putting Tantares or Hamal to orbit. EDIT: Forgot the pic Also, a very important thing: if you ever decide to make it, please design it in a such way that boosters would expend at speeds more than 750 m\s. Because radial decouplers bug, yeah. And more on Sharik design: Beale, leave it as it is - simple, streamlined design. Which is Vostok actually was - a heavy metal ball with Gagarin inside (BTW, there is anecdotal story about Yuri - he is credited with phrase "I don't know who I am - first man or the last dog". That says many things about Vostok and its design)
  9. It seems that you're: a) Using improper fairing base size. You should set it to 2.5m to get a streamlined rocket. Especially with FAR. Using tiny decoupler to attach your payload. Never use it with anything heavier than 1 ton - it meant for small satellites, not for manned vehicles. Use 1.25m and couple of struts. If nothing helps: use KJR.
  10. Thanks for the update Kyle! EDIT A minor bug: reduced sounds for the launch clamps won't work as intended - they'll probably bug the game due to duplicated part names. You need to rename part.cfg to launchClamp1.cfg.
  11. Great Sharik!!! And yeah, Voskhod-1 was a very uncomfortable ship. It was designed as 2-man pod, but Soviet government pushed constructors into making it 3-man.
  12. Glad you're like it Voskhod is a basically Vostok with a small retrorocket and 3-man crew (w\o spacesuits), and Voskhod-2 is the same thing plus inflatable airlock (and 2-man crew). Moreover, after 2 flights it was deemed too dangerous (because it lacked any LES) and was terminated in favor of Soyuz. Boring maybe, but it's also less expensive and reliable, which is more important
  13. Squad doesn't use Steam copy protection (in fact, it doesn't use any at all). You may make a copy of your KSP folder and place it anywhere. Actually, it's the best way to play KSP - keep Steam version as a "master" (disable auto-updates to prevent accidental loss of previous version), and use copies for actual play. You also can have multiple "builds" (i.e. stock, modded, RSS etc.)
  14. A follow-up on my Vostok proposal - Vostok-derived satellites: 1) Zenit - New science experiment (spy camera). Can be used only in a low orbit, supports biomes. Results cannot be taken from it on EVA and they have 0 transmission cost, so you need to recover the capsule. You get small amounts of science (about 20% of pool for the 1st time, then it gradually lowers), so you'll need multiple launches to get all the science. Part: It's basically Sharik without a cosmonaut, but with three windows for cameras. Same properties as Sharik, but has a probe core. 2) Bion - Basically it's a container for other science experiments - just like your Alnair cargo block, Science Container from Universal Storage, or large science lab with cargo bays from Taurus HCV mod. Pack it with experiments, launch to orbit, do your science, land and recover. Same properties as Sharik and Zenit, but it's somewhat lighter (And it might be slightly larger, to fit Mystery Goo container). Has sliding doors (or hatch like the one from Spica CV fairing) and inside light. DRE and FAR\NEAR-capable (i.e. it shields contents). Both parts should be located fairly early in tech tree (Basic Rocketry is the best choice).
  15. Looks like they didn't changed any prices for fuel tanks and engines. You might want to check entry costs, though (many modders didn't pay attention to these when they updated for 0.24); but be aware that entry costs for stock parts is way off ANY possible balance, to put it mildly (for example: NASA engines has the same entry cost - 64K)
  16. Come to think of it, we DO need a proper Vostok. Three parts, sitting at the Start tech node. Sharik: 1-man pod, weight around 1-1.2t. Design: same as Tantares orb, but with circular hatch like Alnair. CoM offset (to enable a proper ballistic reentry), DRE-capable (full surface coating). No reaction wheels (or maybe very weak, 0.1 torque or even less). Built-in parachute (Or just move Tantares parachute to the Start node. Or a new chute, based on Tantares). Small ECharge (no more than 30). PO module: Weight around 2-2.5t. Design: look at my screenshot. Has reaction wheels and decent ECharge (around 200). Built-in LF\OX tank. Built-in Sharik decoupler on top. Can also be used as satellite bus (Vostok was designed as spy satellite platform, and was used in that capacity (as Zenit) until 1994). PO engine: Small and very inefficient (no more than 500 m\s of dV when used with PO module - you can do some basic orbital maneuvers and braking burn, but no Mun missions). It should be rather inexpensive, as it meant to be an alternative to Mk1 pod.
  17. As I take it, you won'be able to update it for a while. Is something can be done to kill that nagging message at the startup? It works without any problems.
  18. That being said... PO is Hamal control block, upside down. Engine (MPR-5R) and micro-RCS are from RLA Stockalike, Tantares monoprop tanks. PO and Sharik cannot be separated on this mock-up (there is no decoupler), and even if you add one, there is no way for Sharik to survive DRE. To summarize: Beale, we need a proper Vostok
  19. Why would you want to pick it up? Moreover, it's kinda unrealistic when a 90kg green man tries to haul a 300 kg antenna
  20. Yeah, I recognize that bug. KW Rocketry and its 1.25m Vesta engine. I've had (and still have) a nice little ship that uses it; that engine was a first part in its subassembly. Man, that was a PLAGUE. That being said, modders should refrain from using that "scale-rescale" stuff. They should apply KISS principle in case of such things.
  21. Nice update! BTW, this dish - can you operate it in EVA, to mimick the real thing? Aaaand my mouse decided it would be a great time to die. Now I'm stuck with old PS\2 thingy with broken wheel at least until tomorrow. Damn.
  22. Okay, so KM Special works in 0.25, but scale factor is wrong. Can anyone bump me into some tutorial on how to properly set it?
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