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biohazard15

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Everything posted by biohazard15

  1. Now I see why VFB never progressed beyond drawing board... ...return is problematic, to say the least. Oh well, I was planning to start a new save anyway.
  2. Also, a bug: I can't transfer crew to VFB workshop - it says that it doesn't have "personal inventory space". I use KIS alongside stock inventory, but I don't think it is the culprit - the part has KIS inventory. EDIT: Nope, looks like it is indeed a KIS bug. After transfering the default EVA canister to another kerbal, I was able to move crew into VFB workshop. Looks like there is no KIS config for it? EDIT 2: Also, VFB needs a custom config for Snacks, at least for 2.5x KSRSS. There is a soil processor in the workshop, but it doesn't work (I presume it's due to its "dual" nature).
  3. I figured out that part after a short cheat "flight". My main concern is solar panels - how do I make them work properly? Just flip them all via action group so they cover the entire lab? I recall there were some advices on how to use them...
  4. Guys, can you please point me at manual about building and proper usage of new Apollo Venus Flyby? I do remember there was a post in this thread. Friznit's wiki has a picture and some general building instructions, but not how to configure and use it.
  5. WRT D-1T, it's most likely Titan IIIE systems summary (https://ntrs.nasa.gov/api/citations/19750004937/downloads/19750004937.pdf), page 3-18. Unfortunately, pages 3-16 and 3-17 are missing (either still secret, or, most likely, bad physical copy), but 3-19 shows the sidewall Mylar blanket. I haven't found any evidence of thermal blankets added to D-1A or D-1AR, though. Every source says these were used only on D-1T, and presumably were to be used later on G and G'.
  6. Centaur II\III revamp? Nice! Speaking of Centaur - would it be possible to add a B9 switch to D tank that adds extra insulation? This would help to simulate D-1T (which had "triple layer of Mylar insulation", according to "Taming Liquid Hydrogen") and, to some extent, S-V. Something like that: - Insulation OFF, panels ON: Atlas-Centaur - Insulation ON, panels OFF: D-1T - Insulation and panels ON: S-V(ish)
  7. That would work for Agena, but not for S-IV - you'll need RCS for attitude control (Agena already has RCS). I'm not sure if there was any sort of RCS assembly capable of steering S-IV in first half of 1960s, though. S-200 + ullage SRMs, maybe, mimicking Agena-B setup? S-IV certainly has enough space and spare dV for that. (That's why I absolutely love this game, this mod and this forum: there are moments you feel like sitting with von Braun and arguing with him about rocket designs.)
  8. Saturn C-1-Agena (Developmental\Research\Whatever flight) I first learned of this rocket from the book "Taming Liquid Hydrogen", a NASA History Series book about Centaur. It was mentioned as a substitute for Atlas-Centaur for Surveyor launches. I failed to find any drawings of this rocket - at this point, I'm not sure if there were any. Anyway, here's my take on this concept.
  9. Check if you have old Rescale patch from Extras folder somewhere in Gamedata. It's not needed for BDB 1.10 and may actually break some parts.
  10. I sort of tried to build a LJ-II from the new boilerplate stuff: Fins and bottom cap (fairing base) come from KNES. The main problem with LJ-II is Algol. While it is in BDB, its scale is wrong - 0.9375m (IRL its diameter was 1 m, so it should be 0.625m in KSP). Due to this, you can't fit six Algols into 2.5m boilerplate parts without their nozzles clipping into each other. LJ-II above uses Castor-4As.
  11. Seems S-IV engine mount lost its heatshield. Acc. to github, its last update was the addition of 4x mount, so maybe something related to it?
  12. Nice! Any chance for a single-nozzle variant? It was made by North Korea as Pektusan-A1 - http://www.b14643.de/Spacerockets_1/Rest_World/Unha-X/Gallery/Pektusan/Engine.htm
  13. Some follow-up notes: 1) PVG shows warning when you select inclination that is lower than launch site's. Just ignore it, rocket will fly normally. 2) If you use a mod that adds boiloff to cryofuels (like BDB and CryoTanks), note that some upper stages won't be able to endure full flight, notably BDB Centaur D. In this case, use non-cryogenic apogee kick stage or satellite's own engines. 3) Using solid motors is perfectly viable and quite fun. BDB has quite a selection of those. Limit thrust to achieve a low TWR (0.3 - 0.5, or even lower) - this would help to control burn. BDB SRMs can be turned off - use it. Be sure to include secondary RCS engines for fine tuning (BDB IUS has these built-in, and there is a Burner kit available for Star series). 4) Decouplers can and will screw your final orbit, so limit their force.
  14. GSO altitude in 2.5x KSRSS is 5.902.772m. 1) Get MJ and SCANSat. 2) Scan Earth first, to make its map appear in SCANSat's in-flight app. 3a) Build a suitable rocket. For LEO-GEO transfer, you'll need around 2000 m\s of dV, this number does not include possible inclination changes. Be sure to include engines and extra fuel on your satellite, for fine-tuning and possible station-keeping. 3b) Just like IRL, Kourou is the best place for GEO launches. When launching from sites up north, like CCAFS, get launcher with powerful first stage, and sufficiently good upper stage. BDB Titan IIIC or 34D is a great choice. KNES Ariane IV family also works pretty well. 4) For launch, use MJ's PVG mode. Important settings: - Target Pe: 100km - Target Ap: 0 - Orbit inclination: now that's where you need to put attention. Your goal here is to end as close to equatorial orbit as possible. For Kourou, you can put 0 with most rockets. For CCAFS, Titan IIIC can take a fully loaded Transtage and 500 kg payload to around 17deg inclination. - Fixed coast length: 0 5) Launch you rocket, you should end up at perfectly circular parking orbit. The rocket will fly somewhat strange, heading South first and then turning East; this is perfectly normal. In fact, this is an actual maneuver called dog-leg. 6) Save your game, go to map view and open SCANSat app. 7) For equatorial, zero-inclination orbit, use MJ to set a node to change Ap to 5902 km. DO NOT execute! 8) You should see both current and projected orbits, complete with Ap and Pe markers (and mission waypoints). 9) Drag your fresh node around until predicted Ap marker is above desired location (or mission waypoint). 10) Execute node, then set a new node to circularize at your new Ap. 11) Execute node. Congratulations, you're now at GEO! For non-equatorial parking orbits, things are bit more complicated, since you need to change your inclination to 0. Here's how: 1) Follow the manual above up to #7. 2) Set a node to change Ap to slightly lower altitude than GSO, something like 5600 km, at equatorial ascent node (AN) or descent node (DN) - use one which is closer to your desired final position. 3) Using in-game node tool (or any node editor), factor in inclination change to 0 (or at least close to it), while leaving Ap at 5600 km. 4) Execute node, then set a new node to circularize at your new Ap. Factor in another inclination change if needed. 5) Execute node. 6) Do stuff described in #7 - #11 above. Good luck!
  15. Speaking of Timberwind: maybe some fictional extensions for S-IVB adapters for Timberwind? As you can see, both adapters are too short, so you need to use both or stack a couple of IUs for extra length.
  16. Probably because of this: It looks ugly, it doesn't have much dV, and most importantly, top S-IV tank doesn't have fuel options, so it cannot be switched to pure LH2 (oversight, probably). This, however, is pretty much the coolest S-IVB upgrade ever.
  17. This build (pretty nice, I must say!) looks like a "what Saturn would like if it was designed by people who made Atlas V". Which means: big (and I mean BIG) 1st stage, supplemented with SRBs if needed, and a small, light hydrogen-fueled vacuum-optimised upper stage. I wonder how it would fly without fins (which add mass and aren't really needed on this build IMO).
  18. @CobaltWolf WRT Biggus G: is there going to be different size options for "tail" diameter in order to mount different (0.625, 0.9375, 1.25) docking ports?
  19. It works for thrust, yes. But ModuleEngines would allow engine-specific things like gimbal (if it's even possible to add it to the model at this stage). Also, no problems with dV display and other things that require engine to be defined as engine (mods that target ModuleEngines, for example)
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