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Everything posted by sashan
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Ok, I've tested the Skylon with NEAR. First of all, you deserve a big thumbs up. And a cookie. Using FAR config found a few pages ago, it flies. The center of mass is ridiculously moved to the back. It should be in the center of cargo bay. I've used old hack of wing panel hidden inside of the fuselage to test the vehicle. I am now fixing the mass distribution via modulemanager, that's a tedious process. For example, you have OMS engine weighing almost 2 tonnes, and it is one of the smallest parts. On a side note, NEAR is similar to FAR except that it models the air as uncompressible, meaning no speed of sound-related effects. Also, it doesn't take part overlapping, wing part interaction and similar effects into account. And no aerodynamical failures. Also, the RCS consumption is somewhat crazy. It is drawn with 11 units per second. I've enabled RCS just after sabre cutoff, and run out of monoprop before apoapsis. Oh, and RCS thrusters for rotating would be located in the extremities of the vehicle. This can lower RCS propellant consumption for rotation two times. Well, nose is a hot part, but no reason not to have them in the tail, and another set for roll - on the engines. Rudder indeed doesn't work. I've used a substitute made out of 4 pieces of Porkjet's wings. The original project is planned to have all-moving tailfin, not just a conventional rudder. While using latest firespitter on my RO install, the nose wheels started rotating around roll, not pitch axis. It looked really weird. Top speed with NEAR was around 800m/s, that's 2 times lower than the real one has. The altitude was 25km in Earth atmosphere - that's around 16km in Kerbin's. This may be due to a fact that FAR config nerfs the engines by a factor of 1.3. I'll test it further. Another question: Which size have you used? Which rescale factor do I need to put it up to a size of a real thing? This deserves an RO config.
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Ven's stock revamp has a nice selection of different formfactors of stock engines with custom improved models. The only engines that are lacking in stock game are monopropellant ones, besides that OMS engine. And the 1.25m one with a thrust of around 400kN. I use RLA's stockalike Spinnaker upscaled to 1.25m from 0.625m for that. You should get RLA stockalike. It is a very nice mod that simply adds useful set of good parts without changing the feel or look of the game.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sashan replied to Ven's topic in KSP1 Mod Development
I had to modify the batch file. It couldn't find the file paths. But replacing shortened paths with full ones in notepad does the job. -
I guess your plane is rolling over? I think FAR assumes that the ring is going from model origin till the "length" coordinate in the right direction. You may try different parameters for each wing. Maybe negative wing span for the left wing? You can also try to reorient them in blender. This way, you'll have to turn it over in SPH. Just a couple of my suggestions. I want to rescale it for RSS. It has no IVAs, so that should be fairly trivial task.
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This mod constantly spins the crafts apart. Really annoying. My kerbals had to stay in orbit around Jool for 2 years due to that. Also, executing maneuver nodes is difficult. This is solvable by using sas autopilot to point the direction tho.
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More docking port diversity.
sashan replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
I really like this idea. -
Some bodies, like Ganymede have their normal and colormap textures mirrored in respect to each other. Is it normal and accounted for in the code or there's some kind of error there?
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
sashan replied to DuoDex's topic in KSP1 Mod Releases
How well does this integrate with RSS? Cause reports are nice and funny -
IRC that was just barely under 4G's. That's also the reason why Vega has 3 relatively small solid-fuel stages. Solids give pretty nice fuel mass fraction, making TWR go crazy in the end.
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Because burning up on ascent is an unpleasant concept, believe me. I did it like 6 times yesterday, in process of fine-tuning my first RO rocket. Even still the reentry effects were showing sometimes, despite the low temperature Deadly Reentry was giving off. Also, too high TWR in the beginning makes it impossible to perform gravity turn without flipping - you need crazy angles of attack to turn fast enough. I usually start with TWR around 1.4-1.6.
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And imagine, that's just a 1/1000th fraction of a speed of light. EDIT: Google search is a weird thing. Just noticed that the thread is 2 years old.
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Is it possible to rescale IVA's? The misaligned windows don't look good. Also, how fast should the boiloff be? I've lost not a single unit oh LOX+LH2 during by coast to circularisation burn.
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I've had a spinning station on my previous save. Not a torus, a mast-and-a-hub design with infernal robotics. I've used two sets of engines atttached to the ends, one for spinning up, one for spinning down. You can do the same here. You don't need a very powerful ones. I've used those LV-1's for a station of around 20 tons, and that was rather overpowered. A pair of Mainsailsshould do the job. Not very fast tho, but fast is bad here. Fast is always bad where big masses are concerned.
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Anyone tried to walk inside the torus while on EVA? Also, would be nice for a plugin to spin up the torus to the same rate as before, after all the time warps, loads/saves etc. Otherwise the amount of propellant consumed for spin-ups would be crazy.
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Well, methane is nice but in KSP, everything should be done the hard way. But I guess it still works even if it has no RO config? Small radiator has one. It has no texture tho... But that's another story. I am actually not that far away as to test them - I'm still working out the best ascent curve for my rocket. Btw, as for engines - AIES gives a decent selection as well. The models are a little bit inaccurate inside and at the lower edge of the bell, but still looking good. They also have a very nice set of probe bodies and accessories as well as awesome lander legs. There's no smokescreen config tho, which I am planning to fix.
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Are there any guidelines about fuel tank sizes, masses etc? I want to make an config for one mod, but it's extremely tedious job to calculate every volumes, mass fractions etc. from scratch. Also, why is the deployable radiator listed as non-RO?
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Do you mean they would fly unpainted, like Atlas? I doubt that. Shuttle's tank was painted because it was required to reduce boiloff. In fact it was a spray-on polymer foam, not paint. But the SLS has insulation inside, as far as I know.
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Is there a config for us Realism Overhaul guys? The capsule would be perfect for 100%-sized SLS. The largest one.
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Yeah, it seems worth trying out even if just because it allows to extend solar panels in VAB. On a side note: Is there an RO config for this? Tried making SLS in RO with mk 1.2 pod, the upper cryogenic stage is too thin to house any decent amount of propellant. http://forum.kerbalspaceprogram.com/threads/64993-0-90-Chaka-Monkey-Exploration-Odyssey-0-27-1-EFT-1-Commemorative-Edition
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Well, ok. I am well familiar with module manager configs, but so far I won't change anything. A few more questions if you don't mind. Is it possible to make an engine switch modes in flight but retain "fuel type switch in hangar" functionality? I want to make NERVA with afterburner. I've did it in stock KSP and got so much used to it that it's difficult to do without one. Are there any additional escape towers out there? E. G. for the small capsule. As for MechJeb thingy - sorry if I've offended you. I've got no problems if you fly manually. However if we're all about realism we should make minimal manual adjustments. For my rockets, it usually includes roll maneuver right after takeoff (mechjeb does it after starting gravity turn) and LES jettison - as it uses docking port's decouple feature. Just my IMO.