CobaltWolf Posted November 16, 2016 Share Posted November 16, 2016 55 minutes ago, Jall said: May I suggest with the Taerobee that the main motor be encased in the fuel tank since I don't think I've ever seen a sounding rocket with an exposed engine like this. I've already prepared an alternative version, similar to how Beale has a shroudless version of the A4/V2 engine in the mod already. Quote Link to comment Share on other sites More sharing options...
Jall Posted November 16, 2016 Share Posted November 16, 2016 30 minutes ago, CobaltWolf said: I've already prepared an alternative version, similar to how Beale has a shroudless version of the A4/V2 engine in the mod already. Ok, thanks. Its looking great though! Quote Link to comment Share on other sites More sharing options...
OTmikhail Posted November 17, 2016 Share Posted November 17, 2016 On 11/9/2016 at 8:39 PM, CobaltWolf said: Hey everyone! I have the main Taerobee parts together now, and I've uploaded it to the Taerobee Github. Please feel free to take a look at it and let me know what you think. @Beale, let me know how you feel about the style, etc when you get the chance. LINK TO ALBUM On 11/12/2016 at 8:05 AM, Beale said: I'm so happy to see these! It is exactly what this mod should have begun from, if I had the time. Many thanks @CobaltWolf & @VenomousRequiem! I should clean the X-1 when I have a chance This brings me so much joy. Can't wait to try this out and for what may come for Taerobee. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted November 18, 2016 Share Posted November 18, 2016 quickly someone little leo to orbit challenge go Quote Link to comment Share on other sites More sharing options...
OTmikhail Posted November 18, 2016 Share Posted November 18, 2016 17 hours ago, VenomousRequiem said: quickly someone little leo to orbit challenge go Challenge Accepted. Although I had to go and make a heavy satellite. Then boosters.... Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted November 18, 2016 Share Posted November 18, 2016 12 minutes ago, OTmikhail said: Challenge Accepted. Although I had to go and make a heavy satellite. Then boosters.... no no not Aerobee to orbit. Only the Tiny Tim booster. The tiny one. Quote Link to comment Share on other sites More sharing options...
OTmikhail Posted November 18, 2016 Share Posted November 18, 2016 4 minutes ago, VenomousRequiem said: no no not Aerobee to orbit. Only the Tiny Tim booster. The tiny one. Hmm. Thats gonna be a bit harder. Lets see... Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted November 18, 2016 Share Posted November 18, 2016 10 minutes ago, OTmikhail said: Hmm. Thats gonna be a bit harder. Lets see... @VenomousRequiem apparently did it last night. Her booster was.... interesting. Like, OTRAGx100... Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted December 1, 2016 Share Posted December 1, 2016 There is some kind of weird issue with the glass in the X1 IVA Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted December 8, 2016 Share Posted December 8, 2016 (edited) On 11/9/2016 at 10:39 PM, CobaltWolf said: Hey everyone! I have the main Taerobee parts together now, and I've uploaded it to the Taerobee Github. Please feel free to take a look at it and let me know what you think. @Beale, let me know how you feel about the style, etc when you get the chance. Very nice! I like that KSP's modding ecosystem now supports more than one execution of the sounding rocket concept (i.e. Taerobee and USI - though it's a tiny bit saddening that they're technically not compatible due to the slight difference between the .3125m and .35m size standards.) Spin stabilization via fin angling, and despin via RCS, both work fine. I do find the monopropellant consumption by SAS to be mysterious during gameplay though - the first couple of times I went up, I enabled SAS but not RCS, then I ran out of monoprop before I could figure out what I was doing wrong. (The VAB SAS readout does not display resource consumption so there's no discoverability.) I would suggest going with regular EC consumption for the SAS - at the start of the game you don't have antennas or reaction wheels for the sounding rocket, so the SAS is useless without the RCS, which is monoprop-limited anyway. And if you're worried about the early access to SAS being abused, well, it's moot slightly later in the tech tree when the OKTO is unlocked, anyway. (If anything, the early access to a lightweight probe core is more problematic for super-early balance, but it's necessary and still basically harmless.) Other than that, I noticed that my aerobee experiments sank when I splashed down, then exploded on the ocean floor... not ideal for recovery. I think that's because they're ten times more massive than the stock thermometer + barometer. Edited December 8, 2016 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 9, 2017 Share Posted January 9, 2017 @CobaltWolf I can't find the updated download on the Github. How do I get that? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 9, 2017 Share Posted January 9, 2017 43 minutes ago, theonegalen said: @CobaltWolf I can't find the updated download on the Github. How do I get that? I, uh, never got around to packaging up a release. You can download the master from Github however. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 9, 2017 Share Posted January 9, 2017 (edited) 2 minutes ago, CobaltWolf said: I, uh, never got around to packaging up a release. You can download the master from Github however. Thanks! Has this been set aside again, then? Edited January 9, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 17, 2017 Share Posted January 17, 2017 On 1/9/2017 at 2:39 PM, theonegalen said: Thanks! Has this been set aside again, then? Uhm, is it ready to be released? That's the question I think. I don't remember where I left off. Quote Link to comment Share on other sites More sharing options...
Beale Posted January 27, 2017 Author Share Posted January 27, 2017 T A E R O B E E V 3 . 0 Big thanks to @CobaltWolf, @VenomousRequiem and @Jso for excusing my lazy butt and putting together this entire release! Balancing. Aerobee rocket, models textures and configs courtesy of VenomousRequiem, CobaltWolf and JSO. RealPlume Compatibility by VenemousRequiem. Aerobee contains a new set of tiny parts, allowing you to create a huge variety of small rockets (And finally the mod's namesake is included in the mod!). Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted January 27, 2017 Share Posted January 27, 2017 Finally, some sounding rockets with a more restrained color scheme Quote Link to comment Share on other sites More sharing options...
HeartofGold Posted January 31, 2017 Share Posted January 31, 2017 (edited) Does anyone know which version of Taerobee is for KSp 1.1.3. CKAN seems to install the version for 1.2.+. I can see the GitHub releases are here. The V 3.0 is the same as the CKAN version. Is V2.3 for 1.1.3? Edited January 31, 2017 by HeartofGold Quote Link to comment Share on other sites More sharing options...
redmonddkgamer Posted February 24, 2017 Share Posted February 24, 2017 On 31/01/2017 at 4:47 AM, HeartofGold said: Does anyone know which version of Taerobee is for KSp 1.1.3. CKAN seems to install the version for 1.2.+. I can see the GitHub releases are here. The V 3.0 is the same as the CKAN version. Is V2.3 for 1.1.3? Why the heck are you using 1.1.3 anyway? Quote Link to comment Share on other sites More sharing options...
Geredis Posted April 20, 2017 Share Posted April 20, 2017 Is it just me, or does the parachute decoupler (the one you mount below the despin module) not work? For some reason when I mount the part in the VAB, the chute appears to be pre-deployed and there are none of the various options on right-click to set altitude etc. It acts like a normal decoupler with only ejection force being definable in the VAB. Quote Link to comment Share on other sites More sharing options...
Beale Posted April 20, 2017 Author Share Posted April 20, 2017 33 minutes ago, Geredis said: Is it just me, or does the parachute decoupler (the one you mount below the despin module) not work? For some reason when I mount the part in the VAB, the chute appears to be pre-deployed and there are none of the various options on right-click to set altitude etc. It acts like a normal decoupler with only ejection force being definable in the VAB. Using any parachute mods? Real chute? Quote Link to comment Share on other sites More sharing options...
Geredis Posted April 20, 2017 Share Posted April 20, 2017 5 hours ago, Beale said: Using any parachute mods? Real chute? As it happens, yes. RealChute...I figure this isn't compatible? Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted May 6, 2017 Share Posted May 6, 2017 Who needs an X-20 when you can get an X-1 to orbit using repurposed sounding rockets as strap-on boosters? Quote Link to comment Share on other sites More sharing options...
bjornadri Posted May 20, 2017 Share Posted May 20, 2017 hi guys, does anyone have some craft files? or a guide as to how to assemble these? thanks! Quote Link to comment Share on other sites More sharing options...
argentrolf Posted May 22, 2017 Share Posted May 22, 2017 @Beale thank you for linking the x-1 article... been having issues with some of my lower speed planes using the early stabilator and couldnt tell why... your article led me on a string to this: servo tab wiki... now, i think i might try tossing an elevator on my stabilators to work counter-angle and see what happens, lol Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 19, 2017 Share Posted June 19, 2017 Blame @NathanKell for this, but I've made some unsolicited changes to things here... Alternate WAC textures for Aerobee, a couple new bits, and a rescale to a far more proper 0.125m... Quote Link to comment Share on other sites More sharing options...
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