Very nice indeed! I too am working on an Apollo style Luna Landing, but I have nowhere near the artistic skill you do, yours looks fantastic.
It's encouraging to see you too are using an interstage between the LM and the SPS. While I can't see another way of doing it, I have to say - and you will soon find out - it's a bit clumsy to do it this way.
The latest upgrade is interesting, but there's a "but"... I've reported this before but so far nothing seems to have been done about it, so now I'm going to mention it here.
The Burn Gizmo is pretty useless. The problem is when I pull on the prograde marker to - for example - get to Luna, I might be close to where an encounter would be indicated when suddenly the projected new flight path immediately jumps back to halfway between Luna and Droo. The projected time of burn or Dv requirements DON'T change, so to extend the gizmo back towards Luna adds more of these to the estimate burn perimeters. And this can happen several times while planning the one burn!
I've mentioned before that I've reported this bug using the proper facility, and when I read you had been working on the Burn Gizmo, I hoped you may have addressed this issue also. But it was not to be unfortunately...
The sounds of an RP1 fuelled engine could do with a revamp.
In real life they have a crackle, not unlike a log fire, just look up any rocket launch on Youtube and you'll see - or maybe hear is more accurate - what I mean.
KSP has never taken this on board, and I suspect SR2 won't either.
@OldCoach Not dense at all mate, indeed the only reason I figured out the instructions posted in reply to my question, was because I'd done this in KSP but forgot about it!
You have it right, you attach one - only one - strut to the attachment point normally used by a parachute. Resize this so it's nice and thin and shortened so it can be offset right into the CP without sticking out the bottom.
Now attach a docking port on the very top of the strut, and a parachute angled at 90 degrees directly beneath it on the side of the strut. The parachute can be a little fiddly, but it'll go on easily enough. Now hit symmetry x2 and that's the "complicated" stuff done!
All you do now id select the offset tool, click on the strut (it can be easy to hit a parachute by mistake here) and lower the whole assembly into the CP until the docking port is resting on top of it, just as it would if you had stick it on the thing without fiddling about with parachute.
Hope this helps; I did take some screenshots of me putting all this together, but I'm too dense to suss out how to attach them to this message. :(
@OldCoach For me, small structural piece means taking a strut, resizing it so it's small enough to be able to be offset into the CP completely, attaching two chutes symmetrically and a docking port on top, then burying the whole thing into the CP until only the docking port is visible on top of the CP.
The chutes are completely hidden inside the CP, but so are real chutes on real spacecraft; this works just fine in the real world, and it does in SR2 too!
Very nice indeed! I too am working on an Apollo style Luna Landing, but I have nowhere near the artistic skill you do, yours looks fantastic.
It's encouraging to see you too are using an interstage between the LM and the SPS. While I can't see another way of doing it, I have to say - and you will soon find out - it's a bit clumsy to do it this way.
+1 6.0 years agoWould it be possible to have the sound of an engine fuelled with RP1/LOX to sound a little more like the real thing?
If you go to Youtube and bring up any rocket running such engines, you'll hear a crackling sound, not the steady roar we have on SR2.
It would be really cool if a more realistic engine noise could be added to the game.
+1 6.0 years ago@Tully2001 Thanks for the info, I'll have to try that tomorrow.
6.0 years agoThe latest upgrade is interesting, but there's a "but"... I've reported this before but so far nothing seems to have been done about it, so now I'm going to mention it here.
The Burn Gizmo is pretty useless. The problem is when I pull on the prograde marker to - for example - get to Luna, I might be close to where an encounter would be indicated when suddenly the projected new flight path immediately jumps back to halfway between Luna and Droo. The projected time of burn or Dv requirements DON'T change, so to extend the gizmo back towards Luna adds more of these to the estimate burn perimeters. And this can happen several times while planning the one burn!
I've mentioned before that I've reported this bug using the proper facility, and when I read you had been working on the Burn Gizmo, I hoped you may have addressed this issue also. But it was not to be unfortunately...
Has anyone else had trouble with this bug?
6.0 years ago@Caveman999 Here you go:
6.0 years agohttps://www.simplerockets.com/c/wqDZNF/Apollo-Type-Prototype
@Caveman999 Hmm... not entirely sure how I send you this craft file..?
6.0 years ago@Caveman999 Hmm... not entirely sure how I send you this craft file..?
6.0 years ago@Caveman999 Will sort that out this evening when I get home from work.
6.0 years agoThat would be really good of you and much appreciated.
6.0 years agoThe sounds of an RP1 fuelled engine could do with a revamp.
In real life they have a crackle, not unlike a log fire, just look up any rocket launch on Youtube and you'll see - or maybe hear is more accurate - what I mean.
KSP has never taken this on board, and I suspect SR2 won't either.
6.0 years ago@OldCoach Not dense at all mate, indeed the only reason I figured out the instructions posted in reply to my question, was because I'd done this in KSP but forgot about it!
You have it right, you attach one - only one - strut to the attachment point normally used by a parachute. Resize this so it's nice and thin and shortened so it can be offset right into the CP without sticking out the bottom.
Now attach a docking port on the very top of the strut, and a parachute angled at 90 degrees directly beneath it on the side of the strut. The parachute can be a little fiddly, but it'll go on easily enough. Now hit symmetry x2 and that's the "complicated" stuff done!
All you do now id select the offset tool, click on the strut (it can be easy to hit a parachute by mistake here) and lower the whole assembly into the CP until the docking port is resting on top of it, just as it would if you had stick it on the thing without fiddling about with parachute.
Hope this helps; I did take some screenshots of me putting all this together, but I'm too dense to suss out how to attach them to this message. :(
6.0 years ago@OldCoach For me, small structural piece means taking a strut, resizing it so it's small enough to be able to be offset into the CP completely, attaching two chutes symmetrically and a docking port on top, then burying the whole thing into the CP until only the docking port is visible on top of the CP.
The chutes are completely hidden inside the CP, but so are real chutes on real spacecraft; this works just fine in the real world, and it does in SR2 too!
6.0 years agoThanks, I'll do that right now.
6.0 years agoGreat advise everyone, I've now got a docking vehicle which can also successfully reenter and land.
Now if only I could figure out how to dock in this game...
6.0 years ago