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[1.0.5] FASA 5.44


frizzank

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No, it's not about absolute scale. It's about proportions. If you make Apollo 2.5m (64%), then you should make S-IVB a bit over 4m and the rest of the rocket about 6.6m. Otherwise, Apollo will look too big compared to the rest of the rocket. Mercury-Atlas already has this problem, too.

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No, it's not about absolute scale. It's about proportions. If you make Apollo 2.5m (64%), then you should make S-IVB a bit over 4m and the rest of the rocket about 6.6m. Otherwise, Apollo will look too big compared to the rest of the rocket. Mercury-Atlas already has this problem, too.

Except that then the parts would be usable for exactly reproducing the original spacecraft. The convention in KSP is 0.625, 1.25, 2.5, 3.75, and 5.0, for better or worse. I would much rather have Frizzank fudge part scales such that they are widely usable with parts from other mods, than to have a set of parts that I can only use to duplicate historical spacecraft. That's the reason I have removed quite a number of mods that I've downloaded - I can use the parts to reproduce a very narrow set of designs, and for nothing else.

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Except that then the parts would be usable for exactly reproducing the original spacecraft. The convention in KSP is 0.625, 1.25, 2.5, 3.75, and 5.0, for better or worse. I would much rather have Frizzank fudge part scales such that they are widely usable with parts from other mods, than to have a set of parts that I can only use to duplicate historical spacecraft. That's the reason I have removed quite a number of mods that I've downloaded - I can use the parts to reproduce a very narrow set of designs, and for nothing else.

I understand where they're coming from though. There's plenty of mods around that add awesome building blocks that allow you to make almost anything you can imagine, but this is inherently designed as a historical reproduction, so creating it to that original scale would be logical. There's also quite a few procedural style mods that allow you to connect strangely sized parts to one another.

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It's a game not a museum. Fun and usability are far more important to me and the vast majority of players. Parts will be the standard sizes to accommodate the stock game and other mods 0.625, 1.25, 2.5, 3.75, and 5.0.

That being said, I did give permission to the Realism mod to rescale my parts to the correct historic sizes. So if thats your gig you can use them there.

Of course you will still have little yellow men piloting your moon mission!

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It's a game not a museum. Fun and usability are far more important to me and the vast majority of players. Parts will be the standard sizes to accommodate the stock game and other mods 0.625, 1.25, 2.5, 3.75, and 5.0.

That being said, I did give permission to the Realism mod to rescale my parts to the correct historic sizes. So if thats your gig you can use them there.

Of course you will still have little yellow men piloting your moon mission!

How about using... 6.25m? That would follow the conventions and be more accurate.

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Yellow? They're green. Am I colorblind or are you? What does the world even look like :D

Yeah I would identify it as green too :D

By the way Scott Manley once mentioned there is a green tone which has the following hexadecimal name : Bada55 ..... It looks like this

bada55_1x.gif

It really reminds of the Kerbals... I don't think that is a coincidence :wink:

Edited by DasBananenbrot
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How about using... 6.25m? That would follow the conventions and be more accurate.

If you're gonna make it 6.25m, you could as well go for 6.4m, because there are no parts in either size. NP had some 6.25m ones, but it scaled them down. Also, if you take a a 3.75m S-IVB, the rest of the rocket does come up closer to 5m. Of course, Apollo should've been much smaller then...

That being said, I did give permission to the Realism mod to rescale my parts to the correct historic sizes. So if thats your gig you can use them there.

Still, that doesn't solve the problem of interstages having the wrong size ratios. If someone made alternate ones, with correct ratios, it wouldn't be an issue, but it doesn't seem to be happening. I don't mind rescale not being precise, it's easy to fix. I mind Mercury being half the size of Atlas, not 3/2 like it should be. That's what makes it look off, and is impossible to fix without a new adapter model.

Edited by Guest
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Nice job with the door...

Yeah I would identify it as green too :D

By the way Scott Manley once mentioned there is a green tone which has the following hexadecimal name : Bada55 ..... It looks like this

http://d13yacurqjgara.cloudfront.net/users/5072/screenshots/1171486/bada55_1x.gif

It really reminds off the Kerbals... I don't think that is a coincidence :wink:

Technically its half way between yellow and green on the color spectrum so we are both wrong. Lets just call this color Kerbal.

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Still, that doesn't solve the problem of interstages having the wrong size ratios. If someone made alternate ones, with correct ratios, it wouldn't be an issue, but it doesn't seem to be happening.

Go ahead! I'm sure the Realism folks would love it.

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I'm having a blast with the Mercury-Atlas. Quick question: When would be the right time to drop the lower stage? Since the boosters and the main engine share the same stage/fuel, I'm unsure when is the best/most efficient time to decouple.

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I'm having a blast with the Mercury-Atlas. Quick question: When would be the right time to drop the lower stage? Since the boosters and the main engine share the same stage/fuel, I'm unsure when is the best/most efficient time to decouple.

I detach it at around 10K when the atmosphere thins out a little. Any lower and you drop to almost nil speed.

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If you want to be accurate, the time to jettison the Atlas boosters is at T+2:05 (T+125 seconds) for the standard Atlas, or T+2:33 (T+153 seconds) for a stretched Atlas representing one of the later models, regardless of altitude and speed. (Of course, you also shouldn't throttle it at all, since the Atlas had non-throttled engines.)

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