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[1.0.5] FASA 5.44


frizzank

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Frizzank, why don't you have a look over at Bobcat's Dev thread and the Vanguard thread? Bobcat has been using a plugin for his new DEMVs that allow you to see the IVA from outside while still having a first person IVA view. The vanguard Plugin has an eject function, which triggers on all kerbals in the craft, and allows you to deploy each kerbal's parachute with one press of a key, without having to juggle them all. I think those would be good places to start.

Hope I helped!

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Frizzank, why don't you have a look over at Bobcat's Dev thread and the Vanguard thread? Bobcat has been using a plugin for his new DEMVs that allow you to see the IVA from outside while still having a first person IVA view. The vanguard Plugin has an eject function, which triggers on all kerbals in the craft, and allows you to deploy each kerbal's parachute with one press of a key, without having to juggle them all. I think those would be good places to start.

Hope I helped!

Yes, Vanguard allows for ejection seats, and srf makes you able to see kerbals in the cockpits. Although I don't understand why srf should be needed.

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If you put the umbilical opposite the tower on the other side, and detach those in a stage before you release the others. It will help with some of the weirdness that happens.

Also the next update is suppose to have some physic fixes in it as well.

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frizzank, I just want to tell you how awesome this mod has become. The last time I used it there were only Mercury and Gemini, and then I sort of...forgot about FASA. Then I had a 'Oh my god why do I not already have this?' moment. Got to love the launch tower/umbilicals/clamps!!!

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Srf would be required because he wants to see the internal:

"You can put kerbals in seats and see them from the outside, but then there is no IVA. If you put them in a pod, you have an IVA but can't see the kerbals from the outside...."

Using Sfr fixes that.

But you can't see into the gemini anyway, and... oh... he wants the doors to open, revealing the kerbals, and THEN eject them! It suddenly makes sense.

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I think it would be pretty cool to be able to see two kerbals, side by side through those teeny windows. But yeah, the only problem would be getting the doors to be removed or open fast enough for the eject function without hitting them. And by using vanguard, he cuts around any other problems that may crop up. Hell, if you got a decent plugin writer/coder, and permission from the original authors, you could probably package both of the plugins into one .dll that only included the necessary functions for the eject and seeing into the pod. (I don't actually know if that is possible, but it seems like it should be. After all, plugin's are just code, and the vanguard plugin allows many functions on it's own. I see no reason why the two couldn't be merged, and the irrelevant parts of vanguard (Like the crew hatch thing) removed.)

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Wasnt there a 'Rods from God' project around Frizzank's timeframe?

The only publicly acknowledged reference is circa 2007-8 so no. However just because it isn't publicly acknowledged, there are previous references to the theory as far back as the 40s.

Besides, the real world damage that such a weapon could use is much lower than is practical. Unless it was a full on missile with a KE warhead section launched from space. Just dropping them is more $$$ than the same weight of warhead dropped by an ICBM or conventional aircraft. the only advantage of having a KE warhead space based (vs Ground based) is Time To Intercept can be as low or lower than 15 minutes.

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Consider that you can't really "drop" things from orbit without making them a missile. :) You'll have to slap a deorbit motor on, and even then, it won't really be that effective as a weapon. It'll shed a lot of mass during reentry (high speed=high heat) and impact with a medicore speed at best. Certainly not enough for a KE vehicle to be more effective than a nuke, and probably imprecise, too.

Now, an orbiting nuke launcher is a much more scary thought... TTI would indeed be measured in minutes for such a system.

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Most KEKV (Kinetic Energy Kill Vehicles) designs are intended to be made of tungsten and are narrow rods around 0.3m across. If you looked up the "**** Space Program" recreation (were he built in RSS with full realism the entirety of the Aggregate series from the A-4 to the A-12), you would see that V2s regularly hit the ground at speeds well over mach 4, at least using FAR and Deadly Reentry to simulate it. Keep in mind that V2s were not made from tungsten, and had much more area to generate drag.

EDIT: Apparently the name of the political party that lead Germany through WW2 is censored on this site. :confused:

Edited by Fox62
Curious choice of censoring here.
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But yeah, the only problem would be getting the doors to be removed or open fast enough for the eject function without hitting them.

Maybe use the technique they used on the real Gemini and explosively jettison the doors for the ejection?

That said, as an interim fix, maybe the texture for the windows could be modified to have the crew visible "through the glass" with a fixed texture?

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Maybe use the technique they used on the real Gemini and explosively jettison the doors for the ejection?

That said, as an interim fix, maybe the texture for the windows could be modified to have the crew visible "through the glass" with a fixed texture?

That would look really bad, and is why you would use SFR to be able to see them when the doors jettison*, and you would be able to see them through the windows. You could probably bind the vanguard key to a number key, and then use the same number key to jettison the "Fairings" (AKA, doors.) That covers everything, I think. The only thing would be that this probably would involve a custom DLL, so you would have to ask Krezueng's permission to use and modify it.

*(I didn't know they did that actually, my mind just stopped at gullwing doors. I didn't consider the needs for ejection.)

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Does it really matter what the doors look like as you eject, or afterwards? I don't know if you've ever observed an actual ejection in real-time, but it's fast. You're not going to even notice that the doors are still on the model as you rocket away from it.

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That would look really bad, and is why you would use SFR to be able to see them when the doors jettison*...

*(I didn't know they did that actually, my mind just stopped at gullwing doors. I didn't consider the needs for ejection.)

The reason for jettisoning the doors is to eliminate the rebound problems you'd get blowing open a hinged door panel. They tend to just try and bounce shut depending on the state of the hinges. You're much better off blowing the entire hatch free of the craft and the ejecting astronaut. :)

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