e of pi Posted February 21, 2017 Share Posted February 21, 2017 (edited) 13 hours ago, Kuu Lightwing said: Derp... Well, I guess that's a thing. At least I know where to look if I want to build those How plausible is all that stuff? I'd say we were pretty good about trying to keep to what might be possible in a practical budget. Several times we were inclined to put a finger on the scale and steer the TL in a direction we preferred rather than perhaps the most plausible path. For instance, the Saturn IC and Multibody based on it are fun rockets and feasible, but probably not great approaches at the times they're approved, and the entire period 1970-1973 or so is one giant handwave over the politics. There's alternate options that'd be more sensible, either equally capable and cost-effective per flight as Saturn IC while having lower upfront cost of development (even options that aren't Titan, something like cost-reduced volume production of Saturn IB, perhaps with boosters), or more capable for similar development cost (something like introducing a multicore 6.6m kerolox rocket right from the start, perhaps even in a version with 2xF-1A based on some of the Boeing Saturn V LRB concepts). Of course, either would involve such rewrites and butterflies it'd be a totally different timeline. The launch vehicles in the early timeline are probably the biggest issue, but there's a few other subtle ones: Space Station Freedom moves pretty freaking quick in development, as does the lunar landing program in the 90s, but on the whole I'm still proud of it. Edited February 21, 2017 by e of pi Quote Link to comment Share on other sites More sharing options...
Hay Posted February 21, 2017 Share Posted February 21, 2017 20 hours ago, minepagan said: So....like the Atlas D (after booster sep)? Yes: Quote Link to comment Share on other sites More sharing options...
minepagan Posted February 21, 2017 Share Posted February 21, 2017 Just now, Hay said: Yes: That....that isn't an Atlas.... Quote Link to comment Share on other sites More sharing options...
Kuu Lightwing Posted February 21, 2017 Share Posted February 21, 2017 (edited) 3 minutes ago, minepagan said: That....that isn't an Atlas.... And not an SSTO Edited February 21, 2017 by Kuu Lightwing Quote Link to comment Share on other sites More sharing options...
Jall Posted February 21, 2017 Share Posted February 21, 2017 Just now, Kuu Lightwing said: And not SSTO "1.5STO" Quote Link to comment Share on other sites More sharing options...
Kuu Lightwing Posted February 21, 2017 Share Posted February 21, 2017 Just now, Jall said: "1.5STO" SaaHTO Quote Link to comment Share on other sites More sharing options...
Abrecan Posted February 21, 2017 Share Posted February 21, 2017 Blue Gemini Defenses Engage! Gemini Engages Soviet Station! Can you see that deflection though? LOL Quote Link to comment Share on other sites More sharing options...
Abrecan Posted February 21, 2017 Share Posted February 21, 2017 (edited) Salyut view of the barrage ...Can anyone else hear the glass shatter..? let the depressurization begin Edited February 21, 2017 by Abrecan Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted February 22, 2017 Share Posted February 22, 2017 Launch of my JX2 relay in a 3.2x scale GPP save. Uses a Sarnus Multibody M23. Quote Link to comment Share on other sites More sharing options...
Kuu Lightwing Posted February 22, 2017 Share Posted February 22, 2017 (edited) Those automatic resupply ships look so tasty, but there's little to no use for them without life support mods. They carry ore by default, but I can hardly imagine them carrying ore around... Not to mention that AARDV won't get very far when fully loaded with ore. Edited February 22, 2017 by Kuu Lightwing Quote Link to comment Share on other sites More sharing options...
minepagan Posted February 22, 2017 Share Posted February 22, 2017 @Drakenex was the one who made the rescale cfgs for the block 4 mm and saturn multibody tanks, right? Is there any chance they could be added to the Extras folder of the Github, until the "real" parts are released? Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted February 22, 2017 Share Posted February 22, 2017 Totally agree with @minepagan. Love the rescales and my program, as you can see from my screenshots, wouldn't be complete without them. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted February 22, 2017 Share Posted February 22, 2017 9 minutes ago, minepagan said: @Drakenex was the one who made the rescale cfgs for the block 4 mm and saturn multibody tanks, right? Is there any chance they could be added to the Extras folder of the Github, until the "real" parts are released? Well, Saturn MB family was "approved" hehe (proportions wise), I don't know about the CSM Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 22, 2017 Author Share Posted February 22, 2017 8 hours ago, Kuu Lightwing said: Those automatic resupply ships look so tasty, but there's little to no use for them without life support mods. They carry ore by default, but I can hardly imagine them carrying ore around... Not to mention that AARDV won't get very far when fully loaded with ore. They carry... ore? 0.o And yeah, there wouldn't be much use for them without life support. The Skylab update will change that, since they'll also be able to carry the experiment packages for use in labs, but you'll still want life support to get the full use out of them. 2 hours ago, minepagan said: @Drakenex was the one who made the rescale cfgs for the block 4 mm and saturn multibody tanks, right? Is there any chance they could be added to the Extras folder of the Github, until the "real" parts are released? 1 hour ago, Rock3tman_ said: Totally agree with @minepagan. Love the rescales and my program, as you can see from my screenshots, wouldn't be complete without them. 1 hour ago, Drakenex said: Well, Saturn MB family was "approved" hehe (proportions wise), I don't know about the CSM I mean, I don't have an issue with it. Someone make a pull request? And @Drakenex you don't need the plate adapter for the AARDV tug. The docking port goes right on top of the control core. Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted February 22, 2017 Share Posted February 22, 2017 Awesome! Quote Link to comment Share on other sites More sharing options...
Drakenex Posted February 22, 2017 Share Posted February 22, 2017 21 minutes ago, CobaltWolf said: And @Drakenex you don't need the plate adapter for the AARDV tug. The docking port goes right on top of the control core. yeah, one of my artistic licenses Let me know if someone else wants crafts files (including AARDV BII). Also I'll add resizes using the +PART format, in case some one wants to help let me know! Quote Link to comment Share on other sites More sharing options...
Kuu Lightwing Posted February 22, 2017 Share Posted February 22, 2017 50 minutes ago, CobaltWolf said: They carry... ore? 0.o And yeah, there wouldn't be much use for them without life support. The Skylab update will change that, since they'll also be able to carry the experiment packages for use in labs, but you'll still want life support to get the full use out of them. Well... that's the only option without anything else: BTW, how are they supposed to be powered? Sure they have some embedded batteries, but usually those craft that don't use solar panels to generate energy - use fuel cells, right? I guess I could use Kane solar panels, but apparently AARDV doesn't have them canonically. And I thought about adding life support, but I believe that could be a bit of a nuisance - say if I have to drop from timewarp on my mission to Duna to send resupply craft to all my stations... or even worse - forgetting to do so. It already is kinda bad with labs because I kinda have to do so if I want to use all that time to get science, but nothing really bad happens if I don't. And of course extra mass in 2x Kerbin would be a much bigger problem than in stock - and I never went interplanetary in 2x before. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 22, 2017 Author Share Posted February 22, 2017 5 minutes ago, Kuu Lightwing said: Well... that's the only option without anything else: BTW, how are they supposed to be powered? Sure they have some embedded batteries, but usually those craft that don't use solar panels to generate energy - use fuel cells, right? I guess I could use Kane solar panels, but apparently AARDV doesn't have them canonically. Dunno what to tell you. They're not fully implemented yet and probably won't be for this release. The Block II Apollo used fuel cells, Block V used solar panels, Block III and IV used batteries in the service module for simplicity. AARDV Block I (block II isn't in game yet but you can get a rough idea looking at @Drakenex's post), being based on Block III, uses batteries. Quote Link to comment Share on other sites More sharing options...
Drakenex Posted February 22, 2017 Share Posted February 22, 2017 41 minutes ago, CobaltWolf said: Dunno what to tell you. They're not fully implemented yet and probably won't be for this release. The Block II Apollo used fuel cells, Block V used solar panels, Block III and IV used batteries in the service module for simplicity. AARDV Block I (block II isn't in game yet but you can get a rough idea looking at @Drakenex's post), being based on Block III, uses batteries. well I want to make it less rough, any recommendations for the pressurized module? may be a rezised CX aerospace module? (they have handrails so I don't know) the unpressurized is covered with tantares. Quote Link to comment Share on other sites More sharing options...
Rock3tman_ Posted February 22, 2017 Share Posted February 22, 2017 (edited) @Drakenex I made a rescaled version of the AARDV module that is a decent replacement. I'm at school right now so I can't share, but when I get home I will. EDIT: Nevermind. I saw you didn't want to use the AARDV texture. I would say that a CX node module rescaled would probably be your best bet here. The node module doesn't have handrails built in IIRC Edited February 22, 2017 by Rock3tman_ Quote Link to comment Share on other sites More sharing options...
Skalgrin Posted February 22, 2017 Share Posted February 22, 2017 Hello, I like the mod, (seriously this is THE mod for me)... But in my current new install, I would need only the science parts (too many non-real engines and parts, simply doesn't fit)... Can I just delete everything else, except the /parts/science folder? Or do I need to keep some other stuff to make it work? Thanks Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 22, 2017 Author Share Posted February 22, 2017 19 minutes ago, Skalgrin said: Hello, I like the mod, (seriously this is THE mod for me)... But in my current new install, I would need only the science parts (too many non-real engines and parts, simply doesn't fit)... Can I just delete everything else, except the /parts/science folder? Or do I need to keep some other stuff to make it work? Thanks That should be fine. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted February 22, 2017 Share Posted February 22, 2017 scout works well Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted February 22, 2017 Share Posted February 22, 2017 (edited) When will we get that cool extending engine back? The RL-10 that we had just prior to the switch to cryogenics? Edited February 23, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
minepagan Posted February 23, 2017 Share Posted February 23, 2017 19 hours ago, Rory Yammomoto said: When will we get that cool extending engine back? The RL-10 that we had just prior to the switch to cryogenics? When Cobalt re-dos it to make it compatible with the new deployable engines plugin In the mean time, SSTU and CryoEngines have the RL-10b too. Quote Link to comment Share on other sites More sharing options...
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