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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)


Normak

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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 design

Hah, 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.

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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 using

Going on the same kind of philosophy/ratios as the NK-33 conversions, the Block-B second-stage "V" engines look a bit better

The 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 heavier

Which 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 like


MODULE
{
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 by NoMrBond
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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 :D the worst part of modelling.

I color coded it just for fun.

Yellow: Fuel

red: Oxidizer

blue Oxidizer Rich Gas

Rd-337.png

Edited by CardBoardBoxProcessor
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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 :D

Rd-339.png

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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?

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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 :D

Rd-339.png

Ohohohow YES~! :D *manly tears* I hunger for those engines.

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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 closed

One 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 by NoMrBond
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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.

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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! :D

Edited by Kommissarien
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Were the Balka models ever updated with the research that sumghai did regarding the .cfg and model.mu edits?

3R1X9.png

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 by Casen
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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!!!

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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.

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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.

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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? lol

I 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 by Casen
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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?

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