CobaltWolf Posted October 12, 2019 Author Share Posted October 12, 2019 14 hours ago, Pappystein said: I don't know of anyone who has done a MOD for that. Nor do I know what you would change. In my play-throughs, unless I add DMagic Orbital Science before I break the 45 Science barrier, I am actually mass Limited not part count limited. IF I add Orbital Science part count goes out the window Err, What about a Boat-Tail Mesh switch as well? That way we can run the RS-27A on a First Generation Thor! Sure now we are at 2 parts but 2 parts is better than 5 err, After I get Pioneer up, My payloads are in the 10 to 15 part range. Since I am mass limited by the Launch pad I can't loft BIG payloads. But I can launch payloads with lots of Parts. That being said... See point 2 above Does this mean when Delta K gets redone it's interstage will be used for HOSS in addition to the Straight 8s Delta-F/P? So this would already separate the boat tails from the engines. I'm saying one part maybe with original Thor boattail, universal boat tail (the upgraded one for 9 castors, though I think all that detail might be in the decouplers...), Delta II boattail. And then maybe the Juno one in there? And then I'm saying the LR-79, S-3D, RS-27 and RS-27A all in one part with B9 switches. The verniers would be separate too. Advantage of this is you can use like LR-87s hopefully in the Thor boat tails. Hopefully. I think theres probably going to be a 1.5m interstage with a bunch of variants. Redone Delta II interstage for starters. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 12, 2019 Share Posted October 12, 2019 Ares I & V analogs. Mods used: BDB ReStock Tweakscale Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted October 12, 2019 Share Posted October 12, 2019 (edited) I forget how to embed galleries into this stupid forum, but here's a mission I did. Shared elsewhere, Cobalt asked me to put it here. https://imgur.com/gallery/lgQyE0W Edited October 12, 2019 by Kerbal01 Quote Link to comment Share on other sites More sharing options...
Deltac Posted October 12, 2019 Share Posted October 12, 2019 Things! Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted October 12, 2019 Share Posted October 12, 2019 Are cryogenics integrated or are near future cryogenics needed for it to function? Quote Link to comment Share on other sites More sharing options...
TheKSPBeginner Posted October 12, 2019 Share Posted October 12, 2019 @The-Doctor Pretty sure it’s from Community Resource Pack Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted October 12, 2019 Share Posted October 12, 2019 49 minutes ago, The-Doctor said: Are cryogenics integrated or are near future cryogenics needed for it to function? BDB used LqdHydrogen from Community Resource Pack and an included boiloff plugin. Quote Link to comment Share on other sites More sharing options...
Barzon Posted October 12, 2019 Share Posted October 12, 2019 (edited) WARNING: IMAGE HEAVY Spoiler Edited October 12, 2019 by Barzon Quote Link to comment Share on other sites More sharing options...
Petrovich Posted October 13, 2019 Share Posted October 13, 2019 3 hours ago, Barzon said: WARNING: IMAGE HEAVY Where did you find that paraglider? Quote Link to comment Share on other sites More sharing options...
KerbalKore Posted October 13, 2019 Share Posted October 13, 2019 @Petrovich that looks like the glider that’s in the wonderful KNES mod by @Well. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 13, 2019 Share Posted October 13, 2019 @CobaltWolf Any plans to make a patch that will take away the ramp up throttle from the engines? I like having instant throttle response. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 13, 2019 Share Posted October 13, 2019 17 minutes ago, GoldForest said: @CobaltWolf Any plans to make a patch that will take away the ramp up throttle from the engines? I like having instant throttle response. I was bored at work so its not tested but I think it should do the trick @PART[bluedog*,Bluedog*] { @MODULE[ModuleEnginesFX]:HAS[#useEngineResponseTime[true]] { @useEngineResponseTime = false } } Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 13, 2019 Share Posted October 13, 2019 34 minutes ago, GoldForest said: @CobaltWolf Any plans to make a patch that will take away the ramp up throttle from the engines? I like having instant throttle response. Just out of curiosity, what bothers you about rocket engines taking a few seconds to throttle up? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 13, 2019 Share Posted October 13, 2019 13 minutes ago, blowfish said: Just out of curiosity, what bothers you about rocket engines taking a few seconds to throttle up? I don't mind it for atom engines, but vacuum engines like the Titan Second Stage engine when you're trying to precise maneuver. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted October 13, 2019 Share Posted October 13, 2019 1 minute ago, GoldForest said: I don't mind it for atom engines, but vacuum engines like the Titan Second Stage engine when you're trying to precise maneuver. I think the Titan upper stage wasn`t thought for precise maneuvers. For this maneuvers, the payload had it`s own engine. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 13, 2019 Share Posted October 13, 2019 41 minutes ago, Zorg said: I was bored at work so its not tested but I think it should do the trick @PART[bluedog*,Bluedog*] { @MODULE[ModuleEnginesFX]:HAS[#useEngineResponseTime[true]] { @useEngineResponseTime = false } } Worked great, thanks. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 13, 2019 Share Posted October 13, 2019 7 minutes ago, Cheesecake said: I think the Titan upper stage wasn`t thought for precise maneuvers. For this maneuvers, the payload had it`s own engine. Yeah as additional options you also have the RCS pods for Titan 23G, the Titan II velocity trim solid motors and the built in RCS in the Commercial Titan III fairing all to help with precise maneuvers. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 13, 2019 Author Share Posted October 13, 2019 Engones generally have to ramp IRL dont Thu? If so deal with it if I had my way the BDB engines would have realistic throttling too Quote Link to comment Share on other sites More sharing options...
Pappystein Posted October 13, 2019 Share Posted October 13, 2019 34 minutes ago, CobaltWolf said: Engones generally have to ramp IRL dont Thu? If so deal with it if I had my way the BDB engines would have realistic throttling too Just please NOT required Engine Ignitor! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 13, 2019 Author Share Posted October 13, 2019 48 minutes ago, Pappystein said: Just please NOT required Engine Ignitor! But the engine ignitor patch is so fun tho Quote Link to comment Share on other sites More sharing options...
MotokiKuN Posted October 13, 2019 Share Posted October 13, 2019 Beasty Gimmick test Quote Link to comment Share on other sites More sharing options...
subyng Posted October 13, 2019 Share Posted October 13, 2019 (edited) I'm using the latest engine ignitor patch from the dev branch with the release version of BDB and I noticed that none of the Titan engines have any engine ignitor functionality in game, but I can see that there are engine ignitor patches for them. Are the names of the Titan parts different in the dev branch? 9 hours ago, Zorg said: I was bored at work so its not tested but I think it should do the trick @PART[bluedog*,Bluedog*] { @MODULE[ModuleEnginesFX]:HAS[#useEngineResponseTime[true]] { @useEngineResponseTime = false } } Is engine ramp up in the release version or only in dev? I'm playing with the release version and I've not noticed any throttle ramp up. Edited October 13, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 13, 2019 Author Share Posted October 13, 2019 4 minutes ago, subyng said: I'm using the latest engine ignitor patch from the dev branch with the release version of BDB and I noticed that none of the Titan engines have any engine ignitor functionality in game, but I can see that there are engine ignitor patches for them. Are the names of the Titan parts different in the dev branch? Is engine ramp up in the release version or only in dev? I'm playing with the release version and I've not noticed any throttle ramp up. Yes, the Titan engines were redone from scratch and use different names to reduce save breakage. Similarly the engine ramping - if I remember that was mostly just to give a delay for the startup audio fx to play (the Titan bwoooop) We are in the home stretch working towards a release so it should be relatively stable if you want to help test. Quote Link to comment Share on other sites More sharing options...
Zorg Posted October 13, 2019 Share Posted October 13, 2019 In addition to the Titan engines, the F1 also has a throttle ramp up (but not the J2) Quote Link to comment Share on other sites More sharing options...
subyng Posted October 13, 2019 Share Posted October 13, 2019 (edited) 10 minutes ago, CobaltWolf said: Yes, the Titan engines were redone from scratch and use different names to reduce save breakage. Similarly the engine ramping - if I remember that was mostly just to give a delay for the startup audio fx to play (the Titan bwoooop) We are in the home stretch working towards a release so it should be relatively stable if you want to help test. Sweet, so I should be able to switch to the dev version mid save without breaking anything? Edited October 13, 2019 by subyng Quote Link to comment Share on other sites More sharing options...
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