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[0.22.X] BobCat ind. Historical spacecraft thread


BobCat

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Did you install it as directed? That often happens when people install mods into the wrong folders.

Also, try a download manager; Spaceport often stops downloads haflway through.

I highly doubt that the mod would be randomly missing half its parts, and no one would have noticed for seven months.

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I get an odd bug with soyuz tma were when i reach the ground the game crashes? about 1 km above the surface

Edit: fixed, i ended that flight and tried again but landing in a different place and it worked fine, though the landing thrusters didnt go off

Edit2: After more testing and some flights the landing thrusters don't go off when i land? Im using the soyuz TMA btw

Edited by montyben101
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The Orion doesn't deploy right... and it was definitely fine before. When it goes to stage to the engine of the Orion Service module it kicks off the capsule as well. Used to work fine before. :(

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WOW this is such a great addition!!! Thanks so much for all the hard work!!

I have one issue - I cannot load the MIR SS in Career Mode (works fine in the other mode). I have all the required mods installed. Loading vehicle shows incomplete parts. I reviewed the tech tree after installing and researched all parts that were available.

Thanks for any assistance and again thank you for all the hard work on this!

MIR_ISSUE_zps85a16428.jpg

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Almost all of the craft files are invalid/locked and the Progress orbital module has icon-blowing-up-in-VAB-itis

If you get the http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer it will keep the icons from blowing up. Ive not had any problem using this mod the soviet and the american pack. Ive had trouble with the crafts being locked but I was able to build them myself just fine.

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I am really interested in the soviet pack parts, can someone confirm me they are relatively balanced compared to their stock counterparts? I would like to avoid something overpowered, even slightly. Thanks in advance!

Does the Soyuz docking port work with the stock ones? I bet it won't, but it is worth asking.

Edited by Korb Biakustra
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Hello!

As far as I understand these parts are supposed to be used with the Real Solar System and Real Fuel mods, to be capable of getting to orbit around Earth, not Kerbin.

In reality these things run on N2O4 and hydrazine mixture for Proton and kerosene and liquid oxygen for all others.

If you use them with the stock fuel mixture you considerably descrease the amount of Delta-V avalible, but still, that is quite a lot.

If you want to reduce their performance further, I think you can decrease their Isp or fuel amounts and thrust levels, or use KIDS.

Regarding the compatibility of the docking ports, I am not sure about the game, but in reality these use their own separate docking hubs on the ISS, for example, incompatible with ones used for Shuttles.

And I have a couple of questions too.

Where can I find the manuals?

Maybe I got it wrong somehow, but there is no manual in the current Spaceport download.

Is there a realistic way to abort manned Soyuz missions?

In reality the stack consisting of the command module, orbital docking module, top parts of the fairing and the escape tower is decoupled from the service module, escape tower and fairing engines are fired and stabilizer fins on the fairing are deployed, then the command module falls apart and finally deploys its parachute, that is as far as I know...

Thank you!

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Hello!

As far as I understand these parts are supposed to be used with the Real Solar System and Real Fuel mods, to be capable of getting to orbit around Earth, not Kerbin.

In reality these things run on N2O4 and hydrazine mixture for Proton and kerosene and liquid oxygen for all others.

If you use them with the stock fuel mixture you considerably descrease the amount of Delta-V avalible, but still, that is quite a lot.

If you want to reduce their performance further, I think you can decrease their Isp or fuel amounts and thrust levels, or use KIDS.

Regarding the compatibility of the docking ports, I am not sure about the game, but in reality these use their own separate docking hubs on the ISS, for example, incompatible with ones used for Shuttles.

And I have a couple of questions too.

Where can I find the manuals?

Maybe I got it wrong somehow, but there is no manual in the current Spaceport download.

Is there a realistic way to abort manned Soyuz missions?

In reality the stack consisting of the command module, orbital docking module, top parts of the fairing and the escape tower is decoupled from the service module, escape tower and fairing engines are fired and stabilizer fins on the fairing are deployed, then the command module falls apart and finally deploys its parachute, that is as far as I know...

Thank you!

You're wrong. They're not supposed to be used with RSS, and are all scaled to 64 %. They're meant to be used without, and actually predate, RSS, RF, RO and whatever they're all called.

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@kitspace

I think the Soviet Engines pack can be used with Real Solar System and Real Fuel mods. They have real weight, thrust, ISP and fuel configuration (although they come with alternate configuration files scaled to 65% as well).

In American Pack and Soviet pack, everything is scaled down for use in Kerbin. If you wish you can look for the real specs online and edit the part.cfg for each part. I have done that for the Soyuz U rocket. Makes a nice heavy lifter on Kerbin (and the model is not much smaller than the real thing). :D I can give you the files if you wish.

I thought about doing the same for Ares I and V rockets, which actually seem to have real size. The Ares I second stage for instance holds less fuel than a standard orange tank, but is much much larger.

Regarding your other questions, all docking parts seem to be compatible in KSP and I don't think BobCat's packs have manuals. Soyuz capsules have escape tower and the abort is somewhat realistic. You can edit the abort steps as you wish but KSP limits what can be automated. Only the first steps (separation and LES firing) can be done with a single push of the abort key (backspace). Command module separation and parachute activation must be done manually afterwards. I guess you can bind that to another key if you wish.

Edited by BioHaZarD.PT
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I do not want to fully automate the abort sequence, as well, as any other sequence in the game, after all, I can use smart parts for that...

What I mean is to make the fairing top parts stay with the capsule, like they do in reality, not fall apart. The capsule starts spinning uncontrollably after the abort, and that is why the real thing is done that way, the tops have aerodynamic stabilizers on them, the ones marked as landing gear in the game, they deploy in case of an abort and stay with the capsule all the time until the escape tower burnout, that is why they are actually made from separate bottom and top halves...

Is it possible in the game to make them stay attached to the capsule that way?

Regarding the size, are the visual models to their real scale?

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Whats the status of the Soviet Pack? Whats broken? I don't care about the Buran or Mir although those crafts files would be nice, what about everything else?

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@Kitspace

I have been doing some testing and no, these parts are not made to work the way you describe. You *can* make the fairings stay with the capsule by inserting a decoupler between the third stage and the payload base, and use that decoupler on abort. I think that's the only way because the payload base holds the fairings. Unfortunately the grid like aerodynamic stabilizers are only decorative and don't deploy. The weight of the payload base does seem to have a stabilizing effect though.

Maybe BobCat can make it more realistic on a future version.

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