Comments (5)
I feel like you somehow missed the 'fun' part of this.
Two of those things that I mainly agree with are that the SRBs are ridiculously large, unusably so, and that remotetech seems to view the sounding rocket probe core (and possibly the octo, haven't tried it) as a manned vehicle. Size of parachutes was a bit odd too, but I suppose that's what tweakscale is for.
Also science and contract stuff as I understand it was not yet started. I thought all we had so far was correct tech tree implementation for the first 5 nodes.
My main additions to this are:
- Which engine am I supposed to use for the first node? Currently I just radially attached 16 sustainer engines on the bottom of 8 1m diameter tweakscaled shortest tanks (the larger ones had no RF options). This seemed wrong as having multiple engines on the same stage/tank was a rather big advancement in rocketry as I understand it.
- How do I survive a re-entry? It's impossible to orient my pod using a heatshield, and there's no shielded fairings to have a shielded nosecone.
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@pjf
Tu-122 (M55) is the first stage of the Minuteman ICBM. It should become available in the node after Atlas / R-7.
The UA1205 is being converted to a Castor 1, available in the Atlas node.
The 30 will probably stay as it is, and thus get put in a modern node.
(All these are because if one does not assign a part elsewhere with the tree, the original node is kept, and all had Start as their node.)
You will need to tweakscale or PP your tanks for 0.3m, or you can go with 0.625m if you really want to and have the probe core inside the fairings.
Octo2 is moved away in 339cd9e
I have not moved the antennas around (notably, RT2 not being a required mod for RO, I haven't been using it yet). This is partly because no one has written the "science SPU" thingie that we really kinda need. I also forgot to give the new core an SPU, oops.
Thermal fin, can you post the issue on ModularFuelSystems repo?
You should have the basic contracts on start (launch new vessel, alt record, leave atmosphere, orbit Kerbin).
We haven't been rejiggering science experiments yet, I do still support the plan of no Kerbin surface science.
The fix for EC going down is to use Launch Clamps (which I have to make of procedural cost...)
No idea about the ignitors. EI is certainly not required and unlike RealFuels you can't even blame me for it. :P I never really paid attention to the ignitor box, and I have half a mind to suggest RO make it unavailable.
It's dark at night because you start at the Cape. You can either move to a launch site where it's light, or just warp forward eight hours.
You'll definitely need to tweakscale the parachutes, or use RealChute.
I support Jeanne Kerman. :)
Since all parachutes are scalable, and they're not hi tech items, I see no reason not to have them all in the first node (same with all the wings and structural parts).
Sputnik needs an RO config, yes. The decoupler is working as designed, though, c.f. real Sputnik.
The X-405...you're not using Ven's Stock Parts Revamp, so it'll look weird.
No idea about MechJeb, haven't seen that.
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@OtherBarry the idea is that you use proc fairings (inside of which are your sensors and scaled-down radial parachutes), the stackmount core, (possibly a decoupler), the long 0.625m tanks from Ven's scaled down to 0.3m (I used 3, IIRC), the engine, the small decoupler scaled down to 0.3m, then some cubic struts with snubotrons (separatrons will be too big, probably). I used eight and tweaked their thrust down to 40% to get 3 seconds of boost.
To make reentry survivable, I decoupled my rocket from my probe core (and decoupled the fairings too) to make the reentry package have a low ballistic coefficient; it reached Mach 3 before slowing down to acceptable parachute-deployment speed.
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Oh my goodness, thank you, @NathanKell ! I wasn't really expecting a response on this. Mainly I was making sure I got down what it was like to play with "new user eyes", as I know that as a developer I very rapidly lose those.
As it happens, MechJeb reports no delta-v if: (1) your game locks up, or (2) you activate your engines at the same time that you decouple them from your craft. ;)
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Reading through this, almost all the issues in my first play-through have been fixed. I'm going to close this off. If you think it should remain open, then re-open away. :)
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Related Issues (20)
- Engineers do not go idle if any vessel is rolled out HOT 1
- Science collectable below 40km altitude, v3.2.1.0 release HOT 1
- Shabby 0.3.0.0 Failed to install HOT 1
- Separate RD107/108 Verniers missing since commit 369fc0f1e42deefeb2c95ab1480dd13d795b8b3a HOT 6
- [3.2.1.0] Flight Director - Message by 15km & 20km HOT 1
- Some engines descriptions like Agena B and D restart penalties are overwritten by RP-1, but descriptions should be maintained in RO. HOT 2
- Cosmic Ray Science Experiment not including lesser versions of experiment HOT 2
- Lunar Impactor contract fails at high impact speeds HOT 4
- Rp1 crashing after trying to do simulation with a rocket.
- rp1 crashing when i press simulate on the kerbal construction time HOT 9
- RD-253/275 has two Pump-Fed tags in all its UDMH+NTO configs HOT 5
- Prevent non re entry rated parts from completing contracts in CrewedOrbit program
- Parts Browser descriptions overwrite RO engine config descriptions
- Avionics causes mass to be NaN and leads to CTD HOT 1
- Quicksaves break down physics during Timewarp HOT 3
- Magnetometry Satellite mission eccentricity criterion broken? HOT 1
- Game Crashed in various scenarios HOT 6
- Launchpad has nearly the same name as the LC, which can lead to confusion
- Configuring radially-attached avionics can cause things to break
- Missing Parts for APP HOT 3
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