CardBoardBoxProcessor Posted August 1, 2013 Share Posted August 1, 2013 I was meaning more that it (the NK-33) was contemporary with the F-1, but against their differing ideologies (many small vs. few large), even the contemporary RD-275 revisions of the RD-253 aren't much different at all from the 33's even though they're separated by almost 40 years of designHah, yeah I think a converted KSP version Merlin-1D in (probably) 0.625m format with 0.3 weight and 130 thrust as a stack engine would blow peoples minds.ll yeah. for 1.25m what would be a good secound stage and sustainer stage engine? also, it is a shame russians never got the rd-270 going. Link to comment Share on other sites More sharing options...
NoMrBond Posted August 1, 2013 Share Posted August 1, 2013 (edited) ll yeah. for 1.25m what would be a good secound stage and sustainer stage engine? also, it is a shame russians never got the rd-270 going.6.3MN from only 3.4t of engine would really have been something to see given the high pressure staged combustion they were usingGoing on the same kind of philosophy/ratios as the NK-33 conversions, the Block-B second-stage "V" engines look a bit betterThe block-b engines made 14MN from only 8x NK-33V engines [1755 ea] (vs 50MN from 30x NK-33 on the A block, [1677 ea]) but they were individually heavierWhich comes in at ~335kN of thrust, given ISP of 350 I suspect is at their application altitude (presumably after block-A)?Not really sure how to reconcile that one, might want to make their sea-level ISP really bad but have it hit 350 ISP at it's intended use height (not really sure how to do this, a steep atmosphereCurve profile perhaps?)So I think 335 thrust, 1 weight, 260/350/380 ISP curve, which I think comes out likeMODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform ehxaustDamage = true ignitionThreshold = 0.1 minThrust = 0 maxThrust = 335 heatProduction = 425 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 0.3 350 key = 1 260 }}Input from someone who knows more about atmosphereCurve and engine modding in general would be great there though Edited August 1, 2013 by NoMrBond Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 1, 2013 Share Posted August 1, 2013 (edited) NK-33 (aj-26 more specifically since engine gimbaling) has some crazy feed lines. i like them trying to make them organic since the rest of the engine is quite organic in appearance.and the basic model is done. need to Wrap and Map it the worst part of modelling. I color coded it just for fun. Yellow: Fuelred: Oxidizerblue Oxidizer Rich Gas Edited August 1, 2013 by CardBoardBoxProcessor Link to comment Share on other sites More sharing options...
madnessinmysoul Posted August 1, 2013 Share Posted August 1, 2013 Are you going to do any multi-adapter parts? Like a 3.75 -> 3 x 1.25 plate for engines. I must say, this is tied with B9 for my favorite mod, keep up the incredible work. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 3, 2013 Share Posted August 3, 2013 Are you going to do any multi-adapter parts? Like a 3.75 -> 3 x 1.25 plate for engines. I must say, this is tied with B9 for my favorite mod, keep up the incredible work.Not sure about sizes and adapters yet. As for RD-33NK(NK-33) I got the plan white nozzle problem solved. adding the corrugated metal jacketed look, and got a look i like for the Turbo Pump Casings Link to comment Share on other sites More sharing options...
Atsu Posted August 3, 2013 Share Posted August 3, 2013 Anyone heard anything new regarding the APAS 69 docking ports? Been attempting to dock for nearly 9 hours now, but they just won't connect. In all the time I have had 2 ports floating together in space they could have had babies by now, not just stuck to kissing. Or maybe you guys have some tips to something else I can use? Link to comment Share on other sites More sharing options...
intidragon Posted August 3, 2013 Share Posted August 3, 2013 Not sure about sizes and adapters yet. As for RD-33NK(NK-33) I got the plan white nozzle problem solved. adding the corrugated metal jacketed look, and got a look i like for the Turbo Pump Casings Ohohohow YES~! *manly tears* I hunger for those engines. Link to comment Share on other sites More sharing options...
NoMrBond Posted August 3, 2013 Share Posted August 3, 2013 (edited) Anyone heard anything new regarding the APAS 69 docking ports? Been attempting to dock for nearly 9 hours now, but they just won't connect. In all the time I have had 2 ports floating together in space they could have had babies by now, not just stuck to kissing. Or maybe you guys have some tips to something else I can use?Only thing that comes immediately to mind is to ensure the docking fins are set open on both APAS-69 ports[Edit] never mind, I just checked that and they still seem to work with fins open or closedOne of your docking ports may be stuck, if you look in your persistence file it might say something like state = Acquire (or even Docked) rather than state = Ready for one of the docking ports (this is a known but rare issue with all docking ports). If this is the case, quicksave [F5] the game then tab out, open the quicksave.sfs file [...\Kerbal Space Program\saves\{YOURGAME}\quicksave.sfs], change the state from 'Acquire' to 'Ready' (capitalisation important), save the file and close it, tab back to the game and quickload [F9] Edited August 3, 2013 by NoMrBond Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 3, 2013 Share Posted August 3, 2013 Anyone heard anything new regarding the APAS 69 docking ports? Been attempting to dock for nearly 9 hours now, but they just won't connect. In all the time I have had 2 ports floating together in space they could have had babies by now, not just stuck to kissing. Or maybe you guys have some tips to something else I can use?for some reason APAS-69 hates mechjeb. Link to comment Share on other sites More sharing options...
Synthesis Posted August 3, 2013 Share Posted August 3, 2013 Exemplary detail as usual, CardBoard. Thinking of the Angara tanks, this is pretty exciting. Link to comment Share on other sites More sharing options...
Kommissarien Posted August 3, 2013 Share Posted August 3, 2013 (edited) Hi, amazing details and work I have a problem though, i download this mod, and it says the files are unvalid when i try to unzip them, any takers? I really want this mod :3*Edit* Managed to repair the zip, but looking at the pictures on the ksp dl i am missing quite a bit of parts , i have to say those panels are amazing! Edited August 3, 2013 by Kommissarien Link to comment Share on other sites More sharing options...
Tuna Posted August 3, 2013 Share Posted August 3, 2013 Will you upgrade RD-180 and RD-170? Link to comment Share on other sites More sharing options...
Casen Posted August 3, 2013 Share Posted August 3, 2013 (edited) Were the Balka models ever updated with the research that sumghai did regarding the .cfg and model.mu edits?I really really love the look of these panels.P.S. There are Kosmos parts on the side you cannot see, but I only got one screen shot, and since the .21 update have lost the station in general.Also, can we have in editor "Ghost" animations, like on the B9 pack. When I first launched the Balka panels, I had assumed they opened a certain way and was totally wrong. I didnt find out how wrong though until 2 hours later after launching and docking to my station in orbit. When I opened the panels for the first time..... My station looked like the trailer for Gravity, lol. Edited August 3, 2013 by Casen Link to comment Share on other sites More sharing options...
shadowsutekh Posted August 3, 2013 Share Posted August 3, 2013 The "ghost" animations you speak of, are part of the firespitter plugin. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 3, 2013 Share Posted August 3, 2013 dont like the kosmos truss? lol Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 3, 2013 Share Posted August 3, 2013 huh I just noticed kosmos has over 108000 downloads. when did that happen lol . Link to comment Share on other sites More sharing options...
schoff123 Posted August 4, 2013 Share Posted August 4, 2013 Is anyone else having trouble with the balka panels? i open them one at a time, then engage the motorized swivel to let them align with the sun. But when i try to switch to the craft from anywhere they are stowed, even though they are still producing power. Can't wait for the engines by the way!!! Link to comment Share on other sites More sharing options...
Kerbal01 Posted August 4, 2013 Share Posted August 4, 2013 That is a known bug.will the engines have fuel tanks to go along with? And will they be packaged seperately from the SSPP? Link to comment Share on other sites More sharing options...
HoY Posted August 4, 2013 Share Posted August 4, 2013 if we could get a copy of the 3d file we could fix it with one of the many plugins available for multiple animation support. Link to comment Share on other sites More sharing options...
sumghai Posted August 4, 2013 Share Posted August 4, 2013 if we could get a copy of the 3d file we could fix it with one of the many plugins available for multiple animation support.Actually, as I've said many, many times, we don't even need a new plugin - CBBP just needs to tweak his animation file and change the order the PartModules are defined in his CFG.The solution is really quite simple, is reliable and would take less than twenty minutes to implement. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted August 4, 2013 Share Posted August 4, 2013 Actually, as I've said many, many times, we don't even need a new plugin - CBBP just needs to tweak his animation file and change the order the PartModules are defined in his CFG.The solution is really quite simple, is reliable and would take less than twenty minutes to implement.It took 5 seconds with the Dragon Capsule and trunk. Thanks for that suggestion by the way. Link to comment Share on other sites More sharing options...
Casen Posted August 4, 2013 Share Posted August 4, 2013 (edited) The "ghost" animations you speak of, are part of the firespitter plugin.I know/ I just want to see how some of these panels open. I did sit down and build a test craft with one of each of the panels on it. My god these things are engineered brilliantly and much more complex than I thought. I had many many broken pieces till i figured out how each one works.dont like the kosmos truss? lolI do like the truss, and I have it on the other side of the station that isn't visible from that shot, along with the habitation modules and other pieces. I also have your led "Light of God" basically everywhere. I didnt know when I put them on, but I love the fact that it lights up Kerbin during timewarp. That's just awesome, lol. But, I had just installed the Hex ones and needed to put them to use. Plus they have fuel and monopropellant, and as I am not the best designer, I tend to make up for it with extra fuel available. Also, congrats on over 100,000 downloads. Your pack really is amazing.Actually, as I've said many, many times, we don't even need a new plugin - CBBP just needs to tweak his animation file and change the order the PartModules are defined in his CFG.The solution is really quite simple, is reliable and would take less than twenty minutes to implement.It took 5 seconds with the Dragon Capsule and trunk. Thanks for that suggestion by the way.Sweet! Now just waiting on those balka panels to be updated. Then, I can get to designing a new station. Edited August 4, 2013 by Casen Link to comment Share on other sites More sharing options...
Cashen Posted August 4, 2013 Share Posted August 4, 2013 Were the Balka models ever updated with the research that sumghai did regarding the .cfg and model.mu edits?-snip-I really really love the look of these panels.P.S. There are Kosmos parts on the side you cannot see, but I only got one screen shot, and since the .21 update have lost the station in general.Also, can we have in editor "Ghost" animations, like on the B9 pack. When I first launched the Balka panels, I had assumed they opened a certain way and was totally wrong. I didnt find out how wrong though until 2 hours later after launching and docking to my station in orbit. When I opened the panels for the first time..... My station looked like the trailer for Gravity, lol.Is that a giant RTG I see in there? If so, where'd that come from? Link to comment Share on other sites More sharing options...
NoMrBond Posted August 4, 2013 Share Posted August 4, 2013 Is that a giant RTG I see in there? If so, where'd that come from?Looks like the "Nucleus" generator from the udk_lethal_d0se LS/SC pack Link to comment Share on other sites More sharing options...
Casen Posted August 5, 2013 Share Posted August 5, 2013 NoMrBond is correct. I also added a circular window from I believe the LLL pack to light it up a little. Link to comment Share on other sites More sharing options...
Recommended Posts