jrandom Posted November 29, 2013 Share Posted November 29, 2013 Look further in the Structural tab: There's a 4M heatshield for the Mk1-2 pod as well; that fits.Aw geeze, it was right there. Link to comment Share on other sites More sharing options...
ChronicSilence Posted November 29, 2013 Share Posted November 29, 2013 Go to your RT2 folder, find the settings file. Change power consumption to 0.1 and increase range x10Yes, I will do this. But if the idea is for this mod to be an overhaul to make everything work nicely with RSS, it would make sense to include it in this mod. Link to comment Share on other sites More sharing options...
darcgecko Posted November 29, 2013 Share Posted November 29, 2013 Love this mod! Couple of questions:What modifications should I make to the interstellar mod for it to work with the power system in RO? Also, are the velocity curves on Ferram/B9 jets actually realistic? Having to carry 5k+ dv makes SSTO's that can go past LEO a pain .Finally, are the changes to nukes in modular fuels really realistic? I mean, the inability to carry extra nuclear fuel completely gimps them. Should I modify them to make them actually usable? (turn up mass and amount of nuclear fuel or something?) Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 Is anyone else seeing massive wobblyness between Procedural Fairings' interstage piece and large-diameter stretchy tanks? My guess is it has something to do with the interstage's connection joint being "small" size (which I'm guessing doesn't scale up when it's enlarged to match the stretchytank), and possibly interactions with Kerbal Joint Reinforcement (which I'd bet looks at the joint connection size). Aside from the usual ugly struts, is there a workaround for this? Link to comment Share on other sites More sharing options...
NathanKell Posted November 29, 2013 Author Share Posted November 29, 2013 You need the latest Procedural Fairings: for that, node size does scale. However, there is an issue with StretchyTanks and KJR, which I am trying to fix over the weekend.That said, I use a Saturn IC (a IB with an F-1A and a monobloc first stage tank), i.e. 6.6m ~400t stretchy first stage, and it seems to work ok. I haven't tried Saturn V-class yet though. Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 You need the latest Procedural Fairings: for that, node size does scale. However, there is an issue with StretchyTanks and KJR, which I am trying to fix over the weekend.I've got v2.4.2 of Procedural Fairings which appears to be the latest. So this is just whatever issue you've found with StretchyTanks and KJR? Link to comment Share on other sites More sharing options...
NathanKell Posted November 29, 2013 Author Share Posted November 29, 2013 ChronicSilence: Cilph said he was about to change the format of the file, so warned us not to include it.darcgecko: Thanks!You should get the patch for KSPI I posted near the end of the MFS thread; it will come standard with MFS v3.4. Fractal_UK changed things in 0.8.1 such that compatibility is easily done.The velocity curves are if anything over-generous; it requires us to believe that the jets in KSP/B9 are full-on turboramjets, i.e. turbojets that can switch to ramjet mode (even more of a hybrid than the SR-71's btw, which max out at Mach 3-4 IIRC). Of course, the jet engines also mass a fraction of what they should; quite of the reverse of stock rocket engines.You need MFS v3.3, which does exactly that to NTRs. The fuel should last for a year or two, I think. Link to comment Share on other sites More sharing options...
Turnip199 Posted November 29, 2013 Share Posted November 29, 2013 Is there a way to get rid of the normal sized parts and just have the rescaled parts? I keep getting confused between the two. Link to comment Share on other sites More sharing options...
SFJackBauer Posted November 30, 2013 Share Posted November 30, 2013 (edited) That said, run out of real engines!?http://www.b14643.de/Spacerockets_2/Diverse/U.S._Rocket_engines/engines.htmhttp://www.b14643.de/Spacerockets_1/Diverse/Russian_Rocket_engines/engines.htmhttp://www.b14643.de/Spacerockets_1/Diverse/European_Rocket_engines/engines.htmhttp://www.b14643.de/Spacerockets_1/Diverse/Asian_Rocket_engines/engines.htmOr trawl through the listing here: http://www.astronautix.com/engines/index.htmI highly doubt we will run out. Ok, where is the table-flipping icon when we need one... oh here it is.(ãƒŽà ² ç›Šà ² )ノ彡ââ€Â»Ã¢â€Âââ€Â»And I was typing ONE BY ONE... sorry I feel so ashamed I will bury my head in the toilet now. Well... not so fast. Its not perfect, it doesn't have mass or exact dimensions, or serial numbers... And most of the same-engine iterations will be taken care of by tech levels, this also reduces the number quite a bit. Edited November 30, 2013 by SFJackBauer Link to comment Share on other sites More sharing options...
jrandom Posted November 30, 2013 Share Posted November 30, 2013 (edited) Scaling note: The RealChutes mod does not have anything that properly fits on top of the rescaled Mk1 pod. Those chutes might be a good target for a rescaling in the .cfgs or however that's done.Edit: Well heck, none of the non-radial RealChutes fit the rescaled Mk1-2 either. Those definitely need rescaled versions. The radial ones are fine as-is. Edited November 30, 2013 by jrandom Link to comment Share on other sites More sharing options...
amo28 Posted November 30, 2013 Share Posted November 30, 2013 ChronicSilence: Cilph said he was about to change the format of the file, so warned us not to include it.I had read previously that there was a bug with using the "NathanKell_MultipleAntennaSupport" -- would you advise not to use that yet? Link to comment Share on other sites More sharing options...
TeeGee Posted November 30, 2013 Share Posted November 30, 2013 Has anyone been able to create an SSTO yet with this mod? Link to comment Share on other sites More sharing options...
MaxP Posted November 30, 2013 Share Posted November 30, 2013 What about the idea of making ability for some engines to be activated (or not) out of atmosphere, like the real prototypes?It will bring some of necessary micro-management to vessels planning. Link to comment Share on other sites More sharing options...
jrandom Posted November 30, 2013 Share Posted November 30, 2013 Has anyone been able to create an SSTO yet with this mod?I have tried several times and haven't even made it out of the atmosphere, much less orbit. Much more difficult than in stock!What about the idea of making ability for some engines to be activated (or not) out of atmosphere, like the real prototypes?It will bring some of necessary micro-management to vessels planning.There's an engine restart limiter mod out there, but I can't remember the name. Is that what you're looking for or am I misreading the question? Link to comment Share on other sites More sharing options...
MaxP Posted November 30, 2013 Share Posted November 30, 2013 Didn't see that, will try to find, thanks.But I meant not restart limit, only starting ability.Some of engines cannot be activated in space, but for now we can burn with powerful first stage engines on orbit.Yes, we can ignore it, and drop 1st stages in atmosphere, but... )) Link to comment Share on other sites More sharing options...
Guest Posted November 30, 2013 Share Posted November 30, 2013 You can, in theory, set the igniter to only work on the pad, but I've had bad experiences with it. Note, while you can burn a 1st stage engine in orbit, there's no point to it, really. They're inefficient in space, so that's bad engineering to put them on an upper stage. Link to comment Share on other sites More sharing options...
MaxP Posted November 30, 2013 Share Posted November 30, 2013 They're inefficient in space, so that's bad engineering to put them on an upper stage. 1. "Parts are wobbly". That is why I'm trying to use as many connections as it can be, even with JointReinf. mod. And almost all of my heavy multistage projects were failed ))2. With massive ships you will not able to circularize orbit (before falling down), yet you will have enough thrust, even with 10k ISP. So they're very efficient in space for large ships. Link to comment Share on other sites More sharing options...
Guest Posted November 30, 2013 Share Posted November 30, 2013 Still, a 1st stage engine is a different thing than an upper stage one. Sure, it's not like upper stages don't need thrust at all, but TWR is a secondary concern. Using a 1st stage engine on an upper stage isn't efficient at all, in most cases, you could circularize with either a proper, dedicated upper stage engine (even if it has low thrust) or, failing that, multiple ones. You can circularize well past Ap, Soyuz and Atlas V both do that. Link to comment Share on other sites More sharing options...
TeeGee Posted November 30, 2013 Share Posted November 30, 2013 I have tried several times and haven't even made it out of the atmosphere, much less orbit. Much more difficult than in stock!There's an engine restart limiter mod out there, but I can't remember the name. Is that what you're looking for or am I misreading the question?Yeah I've been trying to build a ssto using B9 and can get up to mach 5.5 at 40km than when I switch to rockets, for some reason I get asymmetric thrust. Link to comment Share on other sites More sharing options...
jrandom Posted November 30, 2013 Share Posted November 30, 2013 Yeah I've been trying to build a ssto using B9 and can get up to mach 5.5 at 40km than when I switch to rockets, for some reason I get asymmetric thrust.Finally made a hop out of the atmosphere, but still not nearly enough delta-v to make orbit. I'm starting to think I should drop these LiquidH2 SABER engines -- any plane made with strictly that fuel will be way too large by the time it can support enough delta-v. Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
NathanKell Posted November 30, 2013 Author Share Posted November 30, 2013 Try adding a ModuleFuelTanks module to the procedural wings part, with a ridiculous volume and a basemass of -1. Then give it an appropriate fuel quantity ingame. That's a quick hack to allow fuel in wings, which you'll probably need for an LH2 SSTO. Link to comment Share on other sites More sharing options...
jrandom Posted December 1, 2013 Share Posted December 1, 2013 Are there any rescaled parachutes at all that fit right on top of the rescaled Mk-1 pod? Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Author Share Posted December 1, 2013 The 2m chute should fit. It's now 2m-4m.Although, you might like the way I did it for the Saturn IC (see the RSS thread in Spacecraft Exchange): you use a proc interstage to extend the pod nose, so it fits a 1.25m docking port; inside the fairings you stash 3 radials, a drogue, and some RCS. Link to comment Share on other sites More sharing options...
TeeGee Posted December 1, 2013 Share Posted December 1, 2013 Finally made a hop out of the atmosphere, but still not nearly enough delta-v to make orbit. I'm starting to think I should drop these LiquidH2 SABER engines -- any plane made with strictly that fuel will be way too large by the time it can support enough delta-v. Javascript is disabled. View full albumI made it to 200km but not enough fuel left to circularize.Do the B9 saber engines have accurate ISP values for atmo and vaccuum? I don't think they are.... Link to comment Share on other sites More sharing options...
jrandom Posted December 1, 2013 Share Posted December 1, 2013 The 2m chute should fit. It's now 2m-4m.Although, you might like the way I did it for the Saturn IC (see the RSS thread in Spacecraft Exchange): you use a proc interstage to extend the pod nose, so it fits a 1.25m docking port; inside the fairings you stash 3 radials, a drogue, and some RCS.This is the MK-1 (with a base of 2m and a top of... not really sure. Slightly smaller than 1m), not the Mk1-2 (top of 2m, bottom of 4m). The 1-meter chutes are just a little too wide. Makes it look like the pod is wearing a hat. Link to comment Share on other sites More sharing options...
Recommended Posts