rabidninjawombat Posted January 4, 2015 Share Posted January 4, 2015 Nitrous Oxide said: Sweet, now if you were to add a tiny solar panel (not powerful, so that you'll need more than one for a single Communitron 16), this could easily become the best mod for early game satellites (like establishing a rudimentary COMSAT network in RemoteTech)... cheap, light, and early enough in the tech tree that each early game satellite doesn't feel like a waste, while saving your money for the actual manned program. Not to mention how well they work with KCT, being a lot quicker to build and launch than typical stock rockets.Of course, I can already achieve this with TweakScale and existing panels, but it's just a suggestion. Well the sounding rockets (IRL) are not really ment to go orbital, they are specifically ment for sub orbital research. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 4, 2015 Share Posted January 4, 2015 rabidninjawombat said: Well the sounding rockets (IRL) are not really ment to go orbital, they are specifically ment for sub orbital research. Yeah, but technically you can get the SR payloads in orbit by other means, which was more what I was getting at. IE: how to keep these parts relevant in the transitionary period from sounding rockets to comsat networks, because they're rather cool looking. Stayputnik is more expensive and bigger (longer to build in KCT), so it's easier at the start of the game to build a satellite network using the same cores as the sounding rockets (have 'em built already) but not using exclusively sounding rockets to go orbital. Errr, now that they use ElectricCharge anyways... I was just thinking more than anything. A basic solar panel earlier in the tech tree would be nice is all I'm saying... they could make the parts a bit more versatile into the mid-game (which I guess was never the intention of these, I just like them a lot). Quote Link to comment Share on other sites More sharing options...
hakan Posted January 4, 2015 Share Posted January 4, 2015 RoverDude said: A pre-release is up. THIS IS A PRE-RELEASE AND YOU MUST DELETE YOUR OLD SOUNDING ROCKETS FOLDER!http://i.imgur.com/SOjeZAQ.pngNice. This almost, almost, makes me want to scrap my current game and restart Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted January 4, 2015 Share Posted January 4, 2015 Nitrous Oxide said: Yeah, but technically you can get the SR payloads in orbit by other means, which was more what I was getting at. IE: how to keep these parts relevant in the transitionary period from sounding rockets to comsat networks, because they're rather cool looking. Stayputnik is more expensive and bigger (longer to build in KCT), so it's easier at the start of the game to build a satellite network using the same cores as the sounding rockets (have 'em built already) but not using exclusively sounding rockets to go orbital. Errr, now that they use ElectricCharge anyways... I was just thinking more than anything. A basic solar panel earlier in the tech tree would be nice is all I'm saying... they could make the parts a bit more versatile into the mid-game (which I guess was never the intention of these, I just like them a lot).Hehe.. I like em alot too. To each their own. I honestly wish the first couple tiers of tech were more expensive (so i could have more excuses to play around with the sounding rockets ) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 4, 2015 Author Share Posted January 4, 2015 Nitrous Oxide said: Sweet, now if you were to add a tiny solar panel (not powerful, so that you'll need more than one for a single Communitron 16), this could easily become the best mod for early game satellites (like establishing a rudimentary COMSAT network in RemoteTech)... cheap, light, and early enough in the tech tree that each early game satellite doesn't feel like a waste, while saving your money for the actual manned program. Not to mention how well they work with KCT, being a lot quicker to build and launch than typical stock rockets.Of course, I can already achieve this with TweakScale and existing panels, but it's just a suggestion. Foldable panels fit in the 0.625m payload package Also - everything got a TWR revision and a mass/aero check so they are a bit tougher to get to orbit now, even with FAR. rabidninjawombat said: Hehe.. I like em alot too. To each their own. I honestly wish the first couple tiers of tech were more expensive (so i could have more excuses to play around with the sounding rockets )Oh they have bits that dig deep into the tree - i.e. the new tanks and aerospike engine. They are meant for long term use in your career.I do however have to do my price balance. Quote Link to comment Share on other sites More sharing options...
thorfinn Posted January 4, 2015 Share Posted January 4, 2015 (edited) All solids have the same low-ish Isp in the pre-release; I suppose this is a mistake.(380 all the way for the aerospike, OTOH, isn't it a tad high?) Edited January 4, 2015 by thorfinn Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 4, 2015 Author Share Posted January 4, 2015 Nope on both counts.SR ISP went down to be slightly inferior to the stock starting SRB. Difference is fuel capacity and max thrust.The aerospike pops up a lot later in the tech tree, and has a slightly inferior ISP to the stock aerospike. Quote Link to comment Share on other sites More sharing options...
aeroeng14 Posted January 5, 2015 Share Posted January 5, 2015 Love, love, the new parts! The buildable science payload and smaller parts are a perfect fit for early tech tree flights. Too bad the payload parts are a little hard to see in the VAB, being 0.375m, for all the modeling work that went into them. As an aerospace engineer and amateur rocketry enthusiast, I also enjoy seeing the small greebling on the new aerospike engine. Really gives it a just-starting-out look and feel. Next I'm going to try and build some blimps and weather balloon packages. Oh the possibilities for air launched, upper atmospheric rockets. Keep up the great work RoverDude. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 5, 2015 Author Share Posted January 5, 2015 Have fun with those, tho they too are getting a refresh FYI the aerospike is based off of this one: Quote Link to comment Share on other sites More sharing options...
KhaosCorp Posted January 5, 2015 Share Posted January 5, 2015 Does the weather balloon have a max altitude? Just got the pre-release and started sandbox for some testing...at 47k meters the craft explodes...just poof of smoke and everything is gone. Exit to space center and the craft can be seen and selected in tracking station. If the craft is flown from tracking center all parts are there save for the balloon envelope. I can repro it and get ya a dumplog if ya want...but did this a couple times and nothing that stood out in debug log. Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted January 5, 2015 Share Posted January 5, 2015 RoverDude said: A pre-release is up. THIS IS A PRE-RELEASE AND YOU MUST DELETE YOUR OLD SOUNDING ROCKETS FOLDER!http://i.imgur.com/SOjeZAQ.pngNote: This is just on Dropbox for now as this is not the official release. File is SoundingRockets_0.2.0_PRE.zipTech tree is fully integrated. Your starting bit should be a payload truss (you can find it and it's fairings in structural). Best is to turn off snap and surface attach your batteries, probe core, and science packages. The gyro and chute have their attachment point in the middle as they should be center-attached on the payload truss and fit neatly inside of a 0.35m payload package.Parts include:Winglets in three sizes0.625m LFO tank0.35m LFO tank0.35m RCS stabilizer0.625m Solid Fuel rocketShort/Long 0.36m Solid Fuel rocketsRadially attached probe core0.625m and 0.35m payload trusses with matching fairingsFour radially attached science payloadsRadially attached parachuteNosecones with parachutes in 0.35 and 0.625m sizesLaunch stick0.35m gyroscope (acts as an SAS)0.35m stack decouplerRadially attached mini battery (lousy EC/weight ratio but good for a starter one)0.35m-0.625m adapter (hollow, so it does not block engine thrust)0.35m aerospike LFO engineEnjoy!There is A LOT of "Yes yes yes!!!!" in here!Love the battery and the little science experiments that can be loaded onto the truss. The look of everything is really great.The new base engines feel right at first try.Not sure what I think about the balloons yet but wow!Simular of the aerospike and LF/Oxy tanksCan't say I like the Isp gets worse in lower atmosphere but that's minorAlso odd to have SAS Stability on a Tier 1 part imo - plus it can't do anything?I do think you still have a "StowedDrag" on the nosecone/chute that causes the tail sections to plow into the rest of the rocket. But that's a guess.I've barely touched it so far but love it - was about to start a new career anyway so I'll throw it in and provide feedback as I go!Thanks for the awesome toys!! Quote Link to comment Share on other sites More sharing options...
NihilRex Posted January 5, 2015 Share Posted January 5, 2015 That tiny Aerospike looks useful for my small skycranes. Ive started using cranes that turn into Commsats when the module is placed, and this looks useful. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 5, 2015 Author Share Posted January 5, 2015 KhaosCorp said: Does the weather balloon have a max altitude? Just got the pre-release and started sandbox for some testing...at 47k meters the craft explodes...just poof of smoke and everything is gone. Exit to space center and the craft can be seen and selected in tracking station. If the craft is flown from tracking center all parts are there save for the balloon envelope. I can repro it and get ya a dumplog if ya want...but did this a couple times and nothing that stood out in debug log.That's probably about right... weather balloons do explode at a certain altitude, but I'll do a couple of checks with the latest changes - the older code was flinging you up to the stratosphere, the newer code should be a more realistic ascent, but should still get you to 60K or so. I have not done a full pass on balloons yet. Black-Talon said: Not sure what I think about the balloons yet but wow!Can't say I like the Isp gets worse in lower atmosphere but that's minorAlso odd to have SAS Stability on a Tier 1 part imo - plus it can't do anything?I do think you still have a "StowedDrag" on the nosecone/chute that causes the tail sections to plow into the rest of the rocket. But that's a guess.Balloons are a WIP Give them a bit more time, but start playing - especially in making realistic ascents, etc.The ISP numbers are based on the KSP Aerospike, just slightly worse.The reason there is SAS is that I didn't see the value in making two different probe cores. Once you unlock a reaction wheel you're golden, but that's later in the tree anyway.The drag bit is a FAR thing... Now that the parts are done for this, if you folks want to mess with FAR configs I will happily take them in Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted January 5, 2015 Share Posted January 5, 2015 RoverDude said: The drag bit is a FAR thing... Now that the parts are done for this, if you folks want to mess with FAR configs I will happily take them in I meant in stock. I'll play with FAR soon enough. What in suggesting is that in stock the tail of a sounding rocket pushes into the upper stage. You've changed the stock drag parameters of the Nosecone from 0.3 to 0.1. But on parachute parts the config value that determines the drag on that Nosecone in flight is the 0.22(?) value assigned to stowedDrag. I think you'll find the Nosecone separates much nicer if you set stowedDrag = 0.1 inside the parachute module. I believe that the stock parachute parts don't have the other drag parameters set at all. But besides all that, it's awesome. :-) Quote Link to comment Share on other sites More sharing options...
ultrasquid Posted January 5, 2015 Share Posted January 5, 2015 Another use for the balloon, you could pack one into a rocket payload to use as a passive communication reflector satellite, like those used in Project Echo or OVI-08 PasComSat. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 6, 2015 Share Posted January 6, 2015 (edited) Don't know if you caught it or not RoverDude, but I noticed the models on the new science modules are a bit mixed (your filenames don't match the part names quite exactly)... Meteorology (payload 1) has the Mini-science model (payload 3) and vice-versa, and likewise with the engineering and metronomy models. A simple rename of the model files should fix. Edited January 6, 2015 by Nitrous Oxide Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 6, 2015 Author Share Posted January 6, 2015 Thanks - github issue please, have a lot of mods to sort through Quote Link to comment Share on other sites More sharing options...
Dragonchampion Posted January 6, 2015 Share Posted January 6, 2015 Is it intended to make Sounding Rockets unable to complete contracts? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 6, 2015 Author Share Posted January 6, 2015 If you're referring to the altitude ones, those require a manned rocket. Quote Link to comment Share on other sites More sharing options...
ModZero Posted January 6, 2015 Share Posted January 6, 2015 RoverDude said: If you're referring to the altitude ones, those require a manned rocket.Can we get very small radially attached Kerbals then? @_@ Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 6, 2015 Share Posted January 6, 2015 ModZero said: Can we get very small radially attached Kerbals then? @_@Haha, yeah something so that we don't have to get to space with a rocket before starting the sounding rockets... Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 6, 2015 Author Share Posted January 6, 2015 Talk to Squad Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 6, 2015 Share Posted January 6, 2015 RoverDude said: Talk to Squad Mhmm, someone suggested that they merge all the altitude missions as pre-conditions under "Reach Space", which imo is a better approach (how many people don't even realize those missions are there?)... but alas all we can do for now is play the game as it is. I just run a few quick missions to 70km with a rudimentary rocket, then start sciencing with sounding rockets. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 6, 2015 Share Posted January 6, 2015 I must say I am loving the ballons. Attach one to the top of a capsule and you have precise altitude control. Go up, hit the altitude mark to complete the contract, come back down gently. I love it! Quote Link to comment Share on other sites More sharing options...
eddiew Posted January 6, 2015 Share Posted January 6, 2015 Perhaps a dumb question, but can I take all the sounding rocket experiments to Mun for some science abuse? Quote Link to comment Share on other sites More sharing options...
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