Scripto23 Posted January 4, 2014 Share Posted January 4, 2014 I've been playing around with the rescaled Gemini capsule/rocket from FASA and it is awesome, but the Mercury Redstone and Mercury Atlas rockets aren't rescaled or integrated with RF. Has anyone released an additional config that would change this? Link to comment Share on other sites More sharing options...
Guest Posted January 4, 2014 Share Posted January 4, 2014 It's in the works, Atlas is nearly done and Redstone will soon be. Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 (edited) Suggestion: Resize the clamp-o-tron and shielded clamp-o-tron to both be node 2 size and fit the top of the MK1-2, use the clamp-o-tron junior for smaller, and the clamp-o-tron senior for larger. This makes much more sense, since the medium sized docking port is what makes sense for docking manned spacecraft.I'm already doing some resizing myself, to standardize the docking ports and station parts around the top of the Mk1-2 pod being a size 2 docking port. If you'd like, I can send you my revised cfgs. Edited January 4, 2014 by dlrk Link to comment Share on other sites More sharing options...
Scripto23 Posted January 4, 2014 Share Posted January 4, 2014 It's in the works, Atlas is nearly done and Redstone will soon be.Awesome, thanks! Looking forward to it. Link to comment Share on other sites More sharing options...
NathanKell Posted January 4, 2014 Author Share Posted January 4, 2014 dlrk: yes please. Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 https://www.dropbox.com/sh/2ksug4na129fkgl/mLbdgo_cJ9I've only done a couple docking ports so far, added a properly sized COT and Shielded Docking Port. I'm planning on doing some more resizes as they come up, but sometimes the nodes get messed up, and I don't know how to fix that(working on finding out though). These seem to work fine though. Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 Also, FYI, I tried prerelease3 of RO, and it's missing most of the Squad engines. Would it be possible for RTFS to be preserved as an option in the final release? Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 One of the links was bad, fixed now, had the wrong dockping port Link to comment Share on other sites More sharing options...
NathanKell Posted January 4, 2014 Author Share Posted January 4, 2014 dlrk: thanks!And yes, RftS Engines will certainly still be available and updated. It's what I myself use after all. No guarantees that it'll stay save-compatible however...(I may change engine thrusts and modes etc. off and on When I Get A Better Idea ) Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 Sounds good, save compatibility isn't a big issue for me. Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 The big KW engines, the Griffons, seem WAAAY too big, they are both larger than the 5M tank, perhaps shrinking the medium sized one to 3.75, and the big one to 5, would be a good idea? Link to comment Share on other sites More sharing options...
NathanKell Posted January 4, 2014 Author Share Posted January 4, 2014 The largest Griffon (LR88-4) is supposed to be a quad mount of the Maverick V (LR88).Note that with superstretchy tanks you can make your tanks as big as you like, and with procedural interstages you can make your interstage fit. Saturn V and N1 were both >10m diamater. The LR88 is designed to be the American SHLLV engine mount for their 10m stack, the Matriarch (Dux) is the British one (modeled loosely on the N1 first stage), and the NP1 M-50 5x mount (aka F-1alikes) is designed to be the German. The Russians can use multiple RD-170s from BobCat.This sheet shows all the sizes (and stats) for RftS Engines:https://www.dropbox.com/s/dseuvm4f6m8v4no/Calcs.xls Link to comment Share on other sites More sharing options...
dlrk Posted January 4, 2014 Share Posted January 4, 2014 Okay, that makes sense, though the descriptions need to be revised for that.Thanks Link to comment Share on other sites More sharing options...
ChronicSilence Posted January 5, 2014 Share Posted January 5, 2014 Quick question: is there a heatshield that fits the Mk 1 pod (small single-kerbal one)? I can't seem to find one that works. None of the regular sizes (0.5m, 1m, 2m, etc.) fits it properly. Link to comment Share on other sites More sharing options...
ferram4 Posted January 5, 2014 Share Posted January 5, 2014 The Mk1 pod has a heat shield built-in. Take a look at the bottom; see the rounded shape? That's the heat shield. Link to comment Share on other sites More sharing options...
ChronicSilence Posted January 5, 2014 Share Posted January 5, 2014 The Mk1 pod has a heat shield built-in. Take a look at the bottom; see the rounded shape? That's the heat shield.Ahh, of course. I see that now.One more question: are the KW Rocketry batteries supported? Their capacities don't seem in line with the stock ones after installing RO. Link to comment Share on other sites More sharing options...
NathanKell Posted January 5, 2014 Author Share Posted January 5, 2014 They're about to be. Sorry.dlrk: yup, I rewrote all the descriptons for RftS engines. Will be up soon. Link to comment Share on other sites More sharing options...
AbeS Posted January 5, 2014 Share Posted January 5, 2014 The 2M heatshield has the same size as the 1M one (copy-paste mistake I think), so there are no heatshields that would fit the Mk-1 size Link to comment Share on other sites More sharing options...
NathanKell Posted January 5, 2014 Author Share Posted January 5, 2014 Yup, noticed that yesterday, fixed for v3. I forgot to change the scaling parameters... :\ Link to comment Share on other sites More sharing options...
AbeS Posted January 5, 2014 Share Posted January 5, 2014 No problem, I just like to help reporting Link to comment Share on other sites More sharing options...
dlrk Posted January 5, 2014 Share Posted January 5, 2014 Are the updated descs up, or is it waiting for v3? Link to comment Share on other sites More sharing options...
Flopasaurus Posted January 6, 2014 Share Posted January 6, 2014 Okay, so after a million errors in installation, I finally get everything working, minus a few mods like novapunch because the game crashes on launch at a certain point, I even have texture compression installed. (if anyone has any help for that, that would be helpful, but less important)I'm using the recommended ELCSS life support, at least that is where I'm assuming the problem to be, but after my fight to get into orbit, I do, and once I click EVA, my kerbal disappears. It is an instantaneous happening, sometimes I see a kerbonaut flash on the hatch, hes only there for at least one frame, and I see the ELCSS GUI flash showing another kerbal to keep track of, but its over. Can anyone help me out with this? Link to comment Share on other sites More sharing options...
AbeS Posted January 6, 2014 Share Posted January 6, 2014 Nathan, I have also noticed that AIES pods have their COM in the part origin, not in the center (haven't upgraded to the 0.23 version of AIES). And was wondering if it was an AIES problem or if it had to do with RO? Link to comment Share on other sites More sharing options...
NathanKell Posted January 6, 2014 Author Share Posted January 6, 2014 dlrk: the updated descs can be found here: https://www.dropbox.com/s/izo64wpkuyxks6h/RftSEngines.cfgSince RftSEngines will no longer be the default in ROv3, I have uploaded them separately.Flopasaurus: do you have the latest ECLSS? I will see if I get something similar (I haven't yet).AbeS: AIES issue. The only pod whose CoM I edit is the teardrop-shaped orbitaiespod (to enable stabler reentry). Link to comment Share on other sites More sharing options...
AbeS Posted January 6, 2014 Share Posted January 6, 2014 I downloaded AIES pods because RO's OP said I should (just had the engines before RO), so I couldn't have known Could that be modified in a future release? Link to comment Share on other sites More sharing options...
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