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


Normak

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I am using those large double solar panels on my space station. But whenever I go back to the station the solar panels are undeployed and say they are extended? When I click retract them they just suddenly appear and retract.

EDIT: Nvm I downloaded the new version :)

Edited by tygoo7
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I am using those large double solar panels on my space station. But whenever I go back to the station the solar panels are undeployed and say they are extended? When I click retract them they just suddenly appear and retract.

EDIT: Nvm I downloaded the new version :)

Thankfully that issue is dead.

it has been a long road of trail and error but the Kosmos Sleek stylish super strut is coming along nicely. Dare to compare to the stock Strut.

Kosmos_super%20strut.png

Edited by CardBoardBoxProcessor
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That sounds good, maybe in the next release i will forget that a stock strut existed, why? Because they dont place as how i want (Because its too big for me) I also took a screenshot on the build of my space monster Powered by Kosmos Rocket Engines!

Here It is my evil machine OF THE DE..... ...CARGO LINE!.

u7CZh32.jpg

And here it is almost ending its travel (The scape tower its a little overpowered for the payload due to small Weight).

DD7GoJT.png

I will edit parts to make it look a bit more like a R-7

Edited by Zaryulenko
Images :D
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I am fascinated by people using RD-0146 as a landing engine lol.

Well if Landing at 90 m/s Can be called "Hard Soil contact Maneuver" then yes it landed, but it was just almost the last stage because inside there was a Skycrane whit my experimental mining Rover Tank (Because it has tracks instead of wheels). Too bad it was really retarded and just started to move weird but its okay i will send another DOS 7M (M stands for Missile :P) to blow it up just for fun.

EDIT: I use the RD-0146 for landing because for the Isp it has so i can use it again to save fuel during descent and go back home when mission ends, i could use a LV-N instead but after my Nuclear stage landers missions none of them was efficent for me.

Edited by Zaryulenko
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Hah, I bet, it's meant to safely pull off a whole VA stack so TWR on lighter stacks would be a hair raising

when i used it it was just for slowing the descent while using the liquid Engines to keep it stable (It was stable for just 3 seconds) then i decoupled it as fast as i could.... Im going to use it on my other Monster rocket instead of this one (I will only use this one on really heavy payload)

Edit for cBBp: Top one looks great!.

Edited by Zaryulenko
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I found a typo in the cost of the RD-210, it costs 19859, it seems that's one digit too many.

I just looked over the prices abit more, try to make them a bit more on par with everything else.

Edited by bs1110101
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Question for ya! Does this use the new reaction wheels or the old sas? Im looking through .ctg files and I think Im still seeing the old modules although Im no programmer :)

Hrm, that part should be commented out (or removed)

Do the linPower/rotPower/Ki/Kp/Kd lines in the part.cfg start with // ?

I found a typo in the cost of the RD-210, it costs 19859, it seems that's one digit too many.

I just looked over the prices abit more, try to make them a bit more on par with everything else.

Oh jez, which version is in there LOL

That could be a bit of a laugh :P

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Sorry to bring this up again CBBP, i remember beign discussed some time ago, but dont remember what was the outcome lol...

Anyways, are you going to make the APAS port to be compatible with anything else? Or you going to leave it docking with itself only?

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Sorry to bring this up again CBBP, i remember beign discussed some time ago, but dont remember what was the outcome lol...

Anyways, are you going to make the APAS port to be compatible with anything else? Or you going to leave it docking with itself only?

changing it to dock with the stock ports is easy. just change the docking port node type to "size1" I believe.

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changing it to dock with the stock ports is easy. just change the docking port node type to "size1" I believe.

Well that was of course the first thing i wanted to check, but thats the weird thing, it already is a size1

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Well yeah, i made a multiport frankestein craft, hyperedit it in orbit, and then i took lots of smaller ones with 1 port each.

Any and all combinations worked, moded and stock ports as long as they were size1. Including the more "weird" looking ones, like bobcat's Orion port, or Laz's big Dragon ring port.

APAS though only worked with itself. When getin near any other port it doesnt even magnetize...

My only guesses are collider issues in the model itself, or something weird in the cfg, like the node coords or something.

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Hey CBBP, according to NovaSilisko in this thread, TGA files both take up less Space AND import faster than MBM, especially the TGA-compressed format. Do you think it would be possible to change format to TGA, or would it take too long time for you?

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Hey CBBP, according to NovaSilisko in this thread, TGA files both take up less Space AND import faster than MBM, especially the TGA-compressed format. Do you think it would be possible to change format to TGA, or would it take too long time for you?

well once upon a time I had used tgas and people drew ponies all over the things and criticized my style of UV mapping. I did not like this.

In other news and as sad as it is. while the strut works fine for everything else. when you eject apart that has the strut on it. It never disconnects :(

Edited by CardBoardBoxProcessor
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BobCat uses TGA textures and people don't draw ponies on his parts. It might've been that way back during the days of the first KOSMOS pack, but plenty of time has passed. With the memory issues KSP is facing, TGA is a really good choice, especially since SSPP is best used with some kind of LV mod. With the N1, it could probably be reduced to just the procedural fairings mod, but now, you need something to launch those stations.

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