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Scripto23

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Everything posted by Scripto23

  1. Nathan, Thank you! I tried to fix the Isp then realized I had no idea how the IspSL, IspV values worked. I've fixed all the aforementioned issues and have uploaded a new revision. https://www.dropbox.com/sh/8mq09bh64veanv1/VA7GTqggOf edit: I tried changing basemass = -1, but it reverted to the variable mass of MFS even though I had @mass = 4.2. I've done something wrong here
  2. 1. Yes. I've uploaded the Falcon Heavy and the Falcon 9 1.1 with Dragon .crafts that I've been using. Here 2. Hmm, I'll have to try that. Try fly the rockets I've uploaded and let me know if you get instability. 3. At the moment fuel is stored in the pod (click the pod in the action group manager to fill), this isn't optimal but I don't have any better ideas. Edit: I see that I broke that before I uploaded that revision. Will fix. 4. Yeah I agree. Laztek set that ratio in his mod, but I think I'll raise the sea level Isp. 5. Will do, good point. Thanks and keep the great suggestions coming!
  3. Ok here is what I have so far with Laztek's SpaceX overhaul. You'll need RealFuels and RealismOverhaul as well. Other than the CoL issue I mentioned earlier (tip: you're going to need tail fins), everything seems to be functioning as intended as far as I know. If some people could test it out and let me know what you think that would be great.
  4. Ok here is what I have so far with Laztek's SpaceX overhaul. Other than the CoL issue I mentioned earlier (tip: you're going to need tail fins), everything seems to be functioning as intended as far as I know. If some people could test it out and let me know what you think that would be great.
  5. Yes that mod is great! I've been working on a config (with help from Dragon01) that rescales the whole mod and applies realistic mass, thrust, etc and integrates with RealFuels. I hope to have it done by the end of today, I'm just trying to figure out why the CoL is so high up on the rockets requiring large fins on the bottom for stability, which obviously breaks the whole realistic SpaceX theme. Also still tweaking various values to be in line with reality (finding accurate data on rockets that haven't even been built yet is hard). If anyone would be willing to lend a hand to look it over or test I would be very appreciative.
  6. Thanks! I'll check out Astronautix. At the moment I'm planning on doing everything in Laz's pack, but we'll see how tired/confused I end up getting. Hopefully by the end of today I'll have something to PM you for you to lookover/test, which I would be very grateful for .
  7. Hey Laz, I'm currently working on a config file that will rescale your mod to 1:1 scale, integrate with RealFuels, and apply real mass, thrust etc for use in the RealismOverhaul/RealSolarSystem mods. I hope to have it complete by tomorrow and I wanted to ask your permission to post it for others to download. Also if anyone has any good sources for Dragon/Falcon specs I would greatly appreciate it. Anyway thanks for the great mod!
  8. Has anyone played around with LazTek's SpaceX mod? It looks really nice and adds the Falcon rockets and Dragon capsules among others which is perfect for use in a real solar system. I tried to rescale it by adjusting rescaleFactor to 1 (from .85) but it messed up all the node attachments. Having used up the full extent of my very limited coding skills, I've come here to see if anyone is planning to or has already rescaled these parts.
  9. I've been playing around with the rescaled Gemini capsule/rocket from FASA and it is awesome, but the Mercury Redstone and Mercury Atlas rockets aren't rescaled or integrated with RF. Has anyone released an additional config that would change this?
  10. So I've been trying to figure out why my rockets have been spinning out of control in vacuum and I've finally figured out that the Mk1-2 pod has a CoM that is off center. Is this intentional? I remember reading something about an off center CoM for use as a lifting body while reentering atmosphere, but this makes designing stable rockets quite difficult. edit: just took a quick look at the code and found the line CoM offset line, so I guess this is meant to be there.
  11. That's a really nice looking part, nice change of pace from bland cylinders. It would be a shame to hide it under panels, but I can see how some people would like the smooth and continuous look. Maybe you could size it so that it would fit in one of those 6S Service Compartment Tubes (or similar) for the people who want the smooth look, but still retain the option of having the cool part for people like me who build service modules that are hidden by fairings at launch, then exposed in space.
  12. Alright, thanks for your help, got it to work. However I have another issue. My engines will list something like 1.66 TWR 1.39 SLT in mech jeb, then when I go to the launchpad and hit stage it will drop to .44 TWR .37 SLT and while thrusting it will not even consume any fuel. Possibly related, when I select an engine in the action group tab most of the buttons don't show up but I can still click them. This happens for all engines (stock, NP, KW). Edit: ignore this post. Figured it out. Accidentally restored the Engines.cfg file from the recycle bin that was supposed to remain deleted
  13. I am having trouble getting the interstage fairing adapter to work as a decoupler. I can see the icon in on the side, but when I stage it nothing happens. I managed to get it to work once, but then moved a part and now I can't get it to work again, I've been trying every combination of attachment.
  14. Well the absolute key thing is maximum DRY weight reduction. I spent hours shaving off every tenth of a ton and even removed the RCS. The current dry weight of 12t is almost entirely engines. You'll also notice only one air intake per engine, in vanilla KSP this is borderline blasphemous. I found the extra weight wasn't worth the slightly higher altitude gained. For the ascent profile, I'll get up to about 31,000m and 1700m/s then switch to rocket mode and close the intakes, pitch up to about 40degrees and gun it until I hit target apoapsis, then circularize when appropriate. You should also be using the stretchy tanks as I've found they have a lighter dry mass than the solid tanks. Now I just wish I could have a pressurized heatshielded tank so I can actually reenter and land. Or procedural heatshields like jrandom suggested.
  15. Alright finally got a working SSTO. Has about 6900 deltaV, TWR 2.21 and will get into orbit with a few hundred to spare. You can see the dry mass is incredibly small at a measly 12 tons. The big downside is the H2/LOX tank isn't heatshielded and so the craft can't actually reenter the atmosphere without eventually burning up. As far as I know there aren't any insulated tanks that are also heat shielded so I'm not entirely sure how to fix this problem. Any suggestions are welcome.
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