Agathorn
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Everything posted by Agathorn
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Nathan would know best, but I couldn't find any other plugins that looked to control Gimbals installed in my RO copy of KSP. I know one is used with the RftS engines, but i'm not using those so don't have it installed.
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What I see in my install, which works: In GameData there should be a "RealFuels" directory. In that there should be a "Plugins" directory, and in that is a file oddly called "modularFuelTanks.dll", but despite the name it must be the correct file because I NEVER had the Modular Fuel Tanks mod installed. Ever.
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Hi Laz, I'm struggling to get your SpaceX stuff working properly with the Realism Overhaul pack of mods. I think you've done a really AWESOME job here and want to get it working over there. Now we've been discussing things in the RO threads, and I certainly don't expect you to support the mod in unintended places, but if you don't mind being bugged with some questions that would be awesome. The main problem i'm having, at the moment, is the rocket really wants to roll badly, and doesn't seem to have the ability to actually roll intentionally. The first thing i'm noticing is that the 6 engine in the pre-built pack do not seem to gimbal. Is this intentional, or is maybe something i'm using breaking it? From what I read, all 9 engines in the Falcon 9 v1.1 are supposed to gimbal. I'm also curious if there is a reason you modeled it as a pack of 6 engines as one part, as opposed to providing the housing, and letting the user place 9 individual - controllable - engines in place?
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Doesn't seem to work for me. On the full launch vehicle I get no roll control at all. If I just put the engine cluster on the bottom of the smaller tank, thus making a much smaller launch vehicle, then roll input actually causes yaw for me. I think the way the engine cluster is designed in KSP might need some work? EDIT: Yeah I need to go back to stock and verify it isn't something in RO causing it, but from what i'm seeing the 6 engines in the pack do NOT gimbal, which is against the design of the real rocket where the SpaceX literature clearly says all 9 engines gimbal.
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Well I don't know if it can be different internally, but as far as the parts you place in the VAB, it is one part that has 6 engines in a pack, and it has holes for you to add 3 individual engines in a line in there. I'm not sure why it was designed that way in KSP to be honest. Wouldn't be hard to make a part with no engines though and then you would mount all 9 in it. EDIT: Going to try your plugin as well. As I understand it since you do have 3 engines in a line, you should be able to roll by gimballing the two outboard engines.
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I'll play around with it some more. Thanks for the info on how it is intended to be flown. I want to do some research into the SpaceX flight profiles. Thing is though the craft doesn't seem capable of rolling on its own. So even if you fix the problem causing the roll, it still leaves the craft unable to roll on demand. Is this correct for the Falcon 9?
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So i'm still getting major amounts of roll, and the space craft seems incapable of rolling through either thrusters or RCS to counteract it. It was a more smooth path though, if I ignored the roll. Just had to be good on the ball.
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Thanks! I just downloaded your latest version, and i'm going to try Ferram's code with a surface area of like 1 or something since I don't know what it should be.
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Ah that explains it as I tested it in Stock, with NO plugins where it worked fine, then I tested it in RO which of course has lots of plugins, including FAR where it is hard to control. Scripto where do I look for your latest configs? I'm using the latest SpaceX release, but your configs are older. Also out of curiosity do you support the new exploration pack?
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[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
Because many mod authors don't allow you to package and redistribute their mods as part of another. -
Dtobi's gimbal was causing some bugs with reversed gimbals and what not.
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Hey Scripto i'm still having major problems with the SpaceX stuff. I've tested it in stock KSP and it works fine, but using it in RO with your cfgs the craft is still near impossible to control. I noticed one of his latest releases of SpaceX fixed and off center engine. Is it possible your cfgs are still making the engine be off center? I'm also still not sure what I need to do to make it work with asmi's life support.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Have you noticed that the Mercury RCS doesn't seem to use up any fuel? It also seems to be missing, or I couldn't find, the other set of RCS jets. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
Ok that's fair. I just remember it looking so stupid, and the small boosters were so useless, that I just stopped using them. -
[WIP][TechTree @ 0.23.5] - [MS19e] - Realistic Progression LITE
Agathorn replied to MedievalNerd's topic in KSP1 Mod Releases
The issue I noted, when I was playing with this tech tree, was that you unlocked much larger diameter stretchy tanks than you did boosters. I swear, at one point my max booster width was like 1/8th the size of my main tanks and it looked completely wrong. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
Has anyone noticed problems where your active craft just stops accepting all inputs? This happens to me occasionally, where even though I DO have a remote connection and I DO have plenty of battery, the game stops accepting all inputs to the craft, but the rest of the game still functions. If I drop to the space center, then jump back to the craft then everything works again. -
Thanks. Knowing its related might help, as the H1 is a lot easier to find reference on.
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Thanks I hadn't seen that top picture. Its of the other side yay! Its 5 pixels wide, boo!
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Agathorn replied to NathanKell's topic in KSP1 Mod Releases
"Sorry guys but we can't afford the weight of a real escape system, so if anything goes wrong your'e going to have to, um, well, jump" -
Album updated with another WIP for the RS27A. Starting to work on the bits up top, but the going is very slow due to a complete lack of any good reference. I want to be as accurate as I can but i'm really guessing on most of what is up there, how it connects, and where. The bit in the middle is just some random widget right now. I think the turbopump is mounted on the back, but i'll be damned if I can find a picture of this engine from any other angle.
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On the F1 for example, if I read it right, the heat exchanger and turbopump exhaust are one and the same. A single pipe that runs around the circumference of the top of the nozzle, and connects to the turbopump exhaust via a twin inlet/outlet. On this engine however, it appears there is both that heat exchange ring AND a separate exhaust. And while it is very hard to see clearly, it very much looks like the two pipes (the silver one on top of nozzle, and bronze one above) are both connected on the left, which presumably leads to a hidden connection to the turbopump.
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If any of you rocket experts can help me understand something, it would be appreciated. Does this engine have TWO heat exchange systems? I see what I think is the "standard" one that runs down the left side of the engine and then around the bell. But then there is that upper tubing that leads to an exhaust on the right side. It also appears as though both are connected on the left. Am I reading this right? It drives me crazy that every single photo I can find of this engine shows the exact same angle!
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I honestly didn't even know you COULD shroud the active stage engine.
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Ahh a fairing. That makes sense. Of course in KSP you typically don't put a fairing between your fuel tank and your engine, but I have no problems modeling that extra stuff if that is what everyone wants. It just means a heavier poly model.
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Sorry forgot to answer that. Right now my intention is just to provide the models for other moders to do with as they desire.