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[1.0.5] FASA 5.44


frizzank

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Without a custom plugin it would be hard to implement and still play well. Also all iterations of winged Gemini were scraped partly because they found it far too difficult to control. So for now, the static wing is all your going to get.

Skid Feet on the other hand are going to come with the next update. Its your suicidal choice if you wish to put them on as landing gear...

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Without a custom plugin it would be hard to implement and still play well. Also all iterations of winged Gemini were scraped partly because they found it far too difficult to control. So for now, the static wing is all your going to get.

Skid Feet on the other hand are going to come with the next update. Its your suicidal choice if you wish to put them on as landing gear...

Nothing is suicide when Jeb is at the controls.

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Hey Frizzank, I've had a few problems with your parachutes breaking parts off, and I think I know how you could fix it. In the cfg file, the drag coefficient of the parachute is set to 750 and the mass to 0.1. This means that the parachute will be very light and will have a lot of drag applied. However, you could make the parachute just as effective at slowing down pods and less likely to pull parts off of spacecraft by simply increasing the mass to 0.2 and reducing the drag coefficient to 375. However, as the Gemini tends to land a bit hard (around 6 m/s), I'd say that mass: 0.2 and drag: 500-600 would be good values.

The key point here is that drag is dependent on both drag coefficient and mass, so something that has a drag of 50 and a mass of 2 will provide ten times as much drag as something that that has a drag of 50 and a mass of 0.2.

Edited by wasmic
Forgot a period. Period.
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I see your point but this is as designed. If you want to change your cfg feel free.

If your parachute is ripping off, your either physics warping during deployment or your craft is too heavy and needs a drogue chute to slow it down first. You cant scream through the atmosphere at 2000m/s and pull your chute and expect it to stay on now can you?

Adding weight to the parachute effects everything else on the rocket, launch mass, RCS thruster placement, Center of Mass, delta V, fuel economy.

Also I wanted it to differ from the other stock chutes in a significant way. Yes it rips off easier but you get a lot more drag for the weight.

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Yes I could but that would mean more parts on your rocket, Im trying to keep part count as low as possible. But I may not have a choice. Im considering cutting the docking section into 3 parts so it would have a retro/decoupler stage, a cargo stage and then the extendible docking port all as separate pieces.

BigGemini-Main.jpg

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Since they fixed the png loading error. I returned FASA to its PNG textures. It cut about 30 megs of the size of the mod. Also some other minor tweaks and bug fixes.

http://kerbalspaceprogram.com/gemini-and-mercury-frizzank-aeronautical-space-administration-fasa/

http://www./download/yg8u7zhyek2yw20/FASA2.42.zip

2.42 -LR-91 Lowered thrust, tweaked efficiency and increased mass, slightly better second stage engine than others now.

Fixed LR-91Dec, doesnt clip now

Moved Fairings to lower science tech nodes

Fixed some textures, converted everything back to .png saved 30mb

Edited by frizzank
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Excellent!

Also, reposting here: the 1:1 size/mass rescale of Gemini-Titan II GLV

Frizzank_Gemini_Realscale.zip

Requires:

FASA (obviously)

Modular Fuels v3 full

Deadly Reentry Continued

FAR and Real Solar System (otherwise what's the point?)

Supports RemoteTech 1 (otherwise your power draw will be low)

Supports TAC Life Support with renamed resources (no _TAC at the end) otherwise your Gemini will be a hundred kg too light.

INSTRUCTIONS:

If launching to 0 inclination, a gauranteed to work MJ ascent path is turn start 1.3km, turn end 110km, end angle 0, turn shape 45. Note that neither the LR-87 nor LR-91 is throttleable. So if you want a lower apoapsis, you have to manually shut down the LR-91 (or set it to an AG in the VAB before launch for easy access).

Electrical charge balanced for 300watt draw. Yields 20 days of power if you use the fuel cell.

Due to not being able to make bipropellant RCS, all the OAMS thrusters (ingame both RCS and engine) use Monopropellant. But don't worry, the Isp and fuel mass is identical to real life. You will be shown > 222m/s dV, but that's because it can draw from the capsule's own supply. Shut that tank off until reentry.

A perigee of 9km is survivable coming from a 360-380km apogee. When you're ready for your 101m/s retro kick, pointo retrograde, and stage to jettison equipment module and activate retro module. Stage again when retro exhausted.

Stay pointed surface-retrograde on reentry. At 15km, stage to deploy the drogue. Drogue will fully deploy at 6.4km. At 3.2km, stage again to jettison nose section and drogue; main chute will semi-deploy. At 2.74km, main deploys.

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Your going to have to be more specific with your problem.

The whole carrier plate for each MIRV is backward. MIRVs warheads should point at nosecone, instead they point at rocket.

Second problem is that they don't work, they decouple and fly in random directions, or explode at the carrier plate.

It seems they decouple at the opposite direction they should, thus hitting the plate.

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