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Winston

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Everything posted by Winston

  1. I am referring to manned and large unmanned spacecraft which is relevant to KSP because that's what RCS is generally used for.
  2. It's more that MonoPropellant is inaptly named as 99% of reaction control systems IRL use a two-part hypergolic propellant, as did the engine the SPS was based on.
  3. This is planned and I was going to do some model mockups today to decide on a design.
  4. Could you tell me how you alter your FOV? This is something I've never been able to figure out.
  5. That's the ticket - hurl some massive payloads to Duna in a single launch etc.
  6. Yeah it will only really work with the KW SPS because the tolerances are pretty small, plus it has the node. Also your lander needs to be very minimal, like the one in the video (probably not two-stage) else it won't fit. The new SPS runs on monopropellant so that pancake tank is going to be dead weight, but you probably realise that
  7. Here, have this garbage drawing if you're still having trouble picturing it you do not need any decouplers
  8. They didn't collide in that, I used SRBs mounted on the opposite side of the rocket firing towards the camera. I wish they did.
  9. Did you install the NoAutoShroudConfigs extra? If so, there is an actual part for it that you can attach manually. If you didn't and you just installed the basic version then some mod must be conflicting or you're doing something wrong because it has an automatic fairing.
  10. We just updated to 2.6c with the following tweaks, but for the time being the Curse download will be out of date as the file is awaiting approval. All good to go. Changelog: Updated to v2.6c -Minor bugfixing update. -Fixed SPS engine drawing fuel from all monopropellant sources at once. -Corrected errors related to decouple sounds. -Corrected errors related to 3m fuel tank cost. -Corrected model linking errors. -Fixed several small node errors causing minor gaps. -Altered scaling system to cure scaling issues. -Discovered and removed a few redundant files.
  11. Well that's what happened, I deleted the line and that fixed it. edit, Kyle just tried it and it seems to work, something must have been borked on my end.
  12. Going to try this now and if it works it'll be in 2.6c which we'll be uploading in a bit with some other fixes. EDIT Just tried this and KSP failed to load 90% of all parts (100% of stock ones). Guess that doesn't work.
  13. Larger engines have simulated turbine spin up/spin down times as of 2.6 If you don't like it you can install the GameData folder in Extras/InstantPowerResponseConfigs in the mod's zip file and let it replace the default ones
  14. It uses pretty much the same part module from the new stock monopropellant engine and I'm not sure if there's a way to change how it draws fuel.
  15. Will do. Sorry it's so unintuitive, it's the best system I could figure out for the time being. I don't like them either, if I had it my way the bases would blend into the fuel tanks like with the 5m engines, but as you probably know the texturing is handled by Kyle and this was his preferred design. Auto shrouding would work fine but it would mean quite a lot of work making new bases for all the engines to make them fit onto tanks correctly.
  16. Due to how textures and models are unified in some cases (different parts use the same ones to save on file size) deleting folders as you have done will probably break things that you didn't expect. The shrouds are tied in with the fairings that you deleted, so that's your reason. Firstly, thank you for your concern about the balance, though I'm not going to attempt to address your issues as the balancing is handled by Kyle these days and I expect he will provide you with a satisfactory response, but I can say that he does indeed pay close attention to the stock engine stats and referred to the new (0.24) ones for this update. Regarding the SPS, the reason the model is simple is that it was based on the Apollo Service Module SPS engine which was hypergolic, this means it creates thrust basically by dumping two reactive "hypergolic" fuels into a combustion chamber where they react with one another, explosively, and the exhaust gasses leave the nozzle. This is the most popular system for reaction control systems and propulsion systems for unmanned spacecraft and was particularly prevalent in Apollo where every engine/thruster on both spacecraft was of this type because of how simple and therefore reliable it is; it's just two valves. We're not going to replace it, but we will probably add some low-profile lander engines at some point.
  17. I hope so. Ideally it would open and decouple when you stage it, leaving the lander inside to be detached manually after docking, and be opened in the VAB for easy access. Using the stock part modules I couldn't figure out a way to have it do these things, but I hope to be able to improve it at some point and have it work in a more intuitive way. Suggestions welcome on that.
  18. There is what I would consider a reasonable explanation in the description of the part by the way.
  19. Well the closest equivalent really is the F1 used on the Saturn V, which took about 8 seconds from the turbines being spun up to reaching full thrust, so we thought we'd try using the thrust lag from the jet engine modules to replicate this somewhat, which also meant I could play with more interesting sound effects. Sure, I'll have a go.
  20. In the Extras folder in the KW zip, go into InstantPowerResponseConfigs and install the GameData folder in your KSP directory and tell it to merge/replace.
  21. Alright, 2.6b is up here http://kerbal.curseforge.com/ksp-mods/220894-kw-rocketry and here http://beta.kerbalstuff.com/mod/67/KW_Rocketry Updated to v2.6b -Minor bugfixing update. -Corrected errors in the "NoAutoShroudConfigs" that permanently attached shrouds. -Fixed the "ReduceClampSounds" calling from an out of date config file. -Fixed the 1m shroud decoupler not being correctly labeled as a part. -Fixed the shroud decouplers not calling up any sounds. -Tweaked the 2m Maverick engine ignition sound volume from 1.5 to 1.7. -Reduced the volume of the SRB engine looping sound for the 0.75m Aero SRBs.
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