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  1. I have Realism Overhaul installed with Remote Tech, and I can't seem to understand how to get an connection going. I added an antenna an it is activated but it does say no target? But to set a target I need a connection. Help pls. https://imgur.com/a/MmnmeDn
  2. Forgotten Real Engines (FRE) DOWNLOAD on Spacedock OR install through CKAN (I recommend using CKAN, you won't have to manage dependencies) You could also check the Github page Requirements: Realism Overhaul and its dependencies. Recommended: Texture Replacer Installation Instruction: Extract "GameData/ForgottenRealEngines" inside "KSPDirectory/GameData" This pack is intented to fill the engine gap within RO. Tired of unrealistic models? Want moar engines? Or just a specific engine forgotten by the modding community? FRE got you deserved! FRE adds a bunch of engines to your RO-game, with realistic details, nice glowing animations, working gimbal systems and full Real Plume support! These engines are intented to be played with Realism Overhaul; I may not provide a config for stock. This mod is also supported by RP-0! From version 0.7.0.0, Texture Replacer is also supported and recommended; it will add some reflection effects. Part gallery (Unity screenshots): http://imgur.com/a/1zgsl In-game screenshot (Thanks RVE! ) http://imgur.com/a/AWtiZ Planned: Korean engines (KARI 7, KARI 75...) Brasilian engines (MPFL-75,...) HM7 engine (maybe...) Vega engines (SRBs and last stage) P120 (P80 evolution, Ariane 6 booster) Indian engines (CE-7.5, CE-20...) Vinci/Vulcain engines? (though already modelled) Ariane SRBs? Anything else you ask (if I have enough time), i'm open to suggestions Currently included: FRE-2 (Firefly Research Engine 2) FRE-1 (Firefly Research Engine 1) LE-7 LE-5 Rutherford engine Rutherford Vacuum engine Viking 2/2B Viking 4/4B Viking 5C/6 P80 Zefiro 23 Zefiro 9 RD-843 Changelog: Credits: Feel free to leave a comment on this thread ! Also make sure to check @MockingBird Niche Parts mod which adds some other great engines to your RO game Licensed on Creative Common Non Commercial 4.0
  3. i have recently started playing RO/RSS and wondering if they are any other mods that are not officially supported by RO/RSS but work or have configs.
  4. I tried to build a moon rocket but I have a graphics issue I think.. Just look! https://ibb.co/Pg2b56j https://ibb.co/P4Wx9cC https://ibb.co/DMwDyvp Sorry but the insert image button doesn't seem to work. Below is my installed mods list: https://ibb.co/xLnJ0vW Thank you!!
  5. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  6. The Vandenberg Program, Table of Contents. Chapter 1: The First Quarter Chapter 2: No Barrier in the Sky Chapter 3: Early Days of the Sounding Rocket Program Chapter 4: The River Styx Chapter 5: A Need for Speed What is this? The Vandenberg Program, founded in 1951 California, a consortium of steely pilots and starry-eyed dreamers who believe space is for humans, and rocketry the key. The Program stands apart from the submarine designers and warhead builders of the early Cold War. When the sabre rattlers on both sides of the Iron Curtain decided that nuclear artillery, delivered from turreted submarine and overgrown tank, was the key to winning the inevitable tactical battles that were expected to shortly follow, government spending turned away from aeronautics. Vandenberg Air Force Base is the home of the last stand of rocketry & aeronautics engineers, the only testing ground for those who seek to push the limits of speed and altitude. The goal? To increase the number of moons of the Earth by at least one, and to someday orbit a human as a living artificial satellite of our planet. But first they need to secure next year's funding, and to do that they are bound to the whims of their oversight committee. The road will be long, but their patience longer. The sun sets on January 1st over California. This is the Vandenberg Program, and these are their flight records. What is this? It's a super-realistic Realism Overhaul career using Realistic Progression One (RP-1), Principia, Kerbalism, RealAntennas, and NQB, a quarterly budgets/historical contract accuracy mod that I've been developing for RP-1 (learn more). It's me trying to get past the sounding rocket era of RP-1 again, finally. It's me trying to preach the good word of the KSP realism modding community and showcase their hard work. It's my first mission report. I open the Tracking Center for the first time. It's the Vandenberg Program, and I hope you enjoy.
  7. So I'm trying to start up KSP, but it stops halfway through, specifically at the stock jet engine for some reason. Is there something wrong with this part? Are there any conflicting mods? Mods I'm using: Realism Overhaul and Real Solar System including their dependencies as seen on the GitHub page. (https://github.com/KSP-RO) Real Solar System Visual Enhancements including its dependencies.
  8. My wife "Why have you been reading about rocket science and the history of Nasa mission?" Me: https://imgur.com/a/V7SL3OO
  9. Hi @pap1723, hi forum I started a new RSS + RO + RP1 career on KSP 1.6.1 recently and followed the installation description for RO / RP1. They suggested, amongst other mods, RO Tanks. The RO Tank I should have max 560~ liters. When I downsize the diameter to 400mm, the maximum length of the tank i can setup is 600mm which is about 46 liters. Is it as intented to have that ratio? Thanks and kind regards PatSch
  10. I don't have any experience in modding ksp and I am playing on 1.3.1 with realism overhaul and I want to create my own parts but with realistic stats who hard is that? And who can I do that? Thanks for helping
  11. Hello, I have tried to design a very small Spaceprobe, when i saw that the Mass of it more than doubled when i tested it inflight. I have then experimented a bit, a the weight bonus is added to every Command part ingame inflight (+49kg). I am using a RSS/RP1 install in KSP 1.3.1 (via CKAN) . I have tried to trace it down to to a Mod, it should be somewhere in the RP1/Realism Overhaul in their dependencies. Ckan Modlist is linked there: https://www.dropbox.com/s/6uxbrf2xp7xnprw/RSS49KGBug.ckan?dl=0 . This bug, which is obviously greatly hurting my ability to make small Stages and Probes, can easly reproduced by just launching anything with a command unit. Thank you for your time Keineahnung4010 Edit: Picturesfolder: https://www.dropbox.com/sh/ijnxcjj9ore8r5m/AABHczmZT6-_xt6OX8j0e3TJa?dl=0 Edit2: Logfile: https://www.dropbox.com/s/zhddilm6d2abgqt/output_log.txt?dl=0 Craftfile1: https://www.dropbox.com/s/a6zjwmpx2cp9jw1/Test 1.craft?dl=0 Craftfile2: https://www.dropbox.com/s/4cq8kjnr1il5db7/Test 2.craft?dl=0
  12. I'm wondering about what's the most realistic one can make Kerbal Space Program (but would probably make some tweaks to make it remain "playable"). Because of this I decided upon version 1.2.2 for which a lot of the realism mods seem to be available. I've toyed with several configurations involving for example Realism Overhaul and Real Solar System; one involving the SETI tech tree, and then I went on to Realistic Progression Zero. Principia is also a wonderful mod that I found out is available, just not on CKAN. I've since started a video commentary (probably very on-and-off). Not that I'm even a good Kerbal Space Program player just yet; this just seems to be a not yet thoroughly explored idea for a playthrough so why not. Here are the mods I'm currently using. Indented are requirements for the parent mod, though I tried to only mention each mod once so it's actually the first occurence of the requirement I came across. Realism mods: Realism Overhaul Advanced Jet Engine Solver Engines Plugin Ferram Aerospace Research ModularFlightIntegrator Kerbal Joint Reinforcement Module Manager RealChute Parachute Systems Real Fuels Community Resource Pack RealHeat Real Plume SmokeScreen - Extended FX Plugin Real Solar System Kopernicus Planetary System Modifier Principia Realistic Progression Zero SXTContinued Firespitter Core Firespitter Resources config Retractable Lifting Surface Module Contract Configurator Custom Barn Kit Deadly Reentry Continued Ven's Stock Part Revamp Community Tech Tree Kerbal Construction Time MagiCore RemoteTech TAC Life Support (TACLS) (Semi)Saturable Reaction Wheels BackgroundProcessing PersistentRotation Dang It! Continued. (Okay, maybe TestFlight is the preferred option, but my engines keep losing efficiency and cutting off much before their rated burn time. Maybe I just don't understand the mod in which case I could reinstall it if I get better understanding of how to make workable rockets but as it stands it's just too much uncertainty for me to make pretty much any progress.) Kerbalism TAC profile (settings for compatibility: Signal = false, Reliability = false, EnforceCoherency = true) (since episode 8) Kerbalism (since episode 8) Other Gameplay Additions: EVA Parachutes_Ejection Seats Kerbal Attachment System Kerbal Inventory System KRASH - Kerbal Ramification Artificial. (I opted not to allow reverting of flights so this I felt like was a suitable alternative. I can simulate flights before putting my crew and a vast amount of funds in danger.) SCANsat StageRecovery. (I'm a bit hazy on whether this can recover even things that couldn't manually be recovered so I placed it under this category) TweakScale - Rescale Everything! KSC Switcher Other Career Mods (I tried to find information on how well contract packs mesh with Realistic Progression Zero but I don't know if there is any so I just put in whatever I felt like): Contract Pack: Bases and Stations Reborn Contract Pack: Grand Tours SpacetuxSA Contract Pack: Interplanetary Mountaineer Contract Pack: RemoteTech Contract Pack: Tourism Plus Quality of Life: Mechjeb 2. (For statistics, or if I ever do get bored there's the option to use some automation. The other option here would have been Kerbal Engineer Redux. I feel like KER offers a nicer interface and I at least haven't found a way to show partial totals for delta-v in MechJeb but MechJeb is more.. extensible, so both are very good alternatives) Kerbal Alarm Clock [x] Science! BetterBurnTime BetterTimeWarpContinued Contracts Window + Progress Parser Contract Parser Docking Port Alignment Indicator Easy Vessel Switch Editor Extensions Redux EVA Enhancements Continued Kerbal Flight Data NavBall Docking Alignment Indicator RCS Build Aid Waypoint Manager Connected Living Space Ship Manifest Aesthetic: If there are any other visual mods that are a "must have", I'm also willing to listen to ideas. Unfortunately I haven't been able to get Real Solar System Visual Enhancements working properly. The first time I tried with new versions of its requirements some distance up in the atmosphere Earth becomes all blue, while with the versions its forum page said the ground's all black. For the latter configuration I tried setting rendererFixEnabled to True since I'm on Linux but with no effect. Real Solar System Textures - 8192 x 4096 Scatterer Collision FX (since episode 5) Distant Object Enhancement (since episode 5) Distant Object Enhancement Real Solar System config (since episode 5) PlanetShine (since episode 5) PlanetShine - Default configuration (since episode 5) Soundtrack Editor (since episode 8) Parts: B9 Aerospace Procedural Wings - Fork DMagic Orbital Science Procedural Fairings - For Everything! Procedural Fairings Procedural Parts CxAerospace: Station Parts Pack FASA Soviet Engine Pack Purely Interface Related or Just Fun: The Janitor's Closet. (For removing parts that I don't need. There's just too much clutter otherwise.) QuickExit. (It's tedious to exit from the game through menus and alt+F4 doesn't save the game) QuickHide. (Even though I tried to limit extra clutter, it was unavoidable with such a large arrangement of mods. This mod allows you to get rid of some of the clutter. However, for some reason it doesn't seem to hide every button it's seemingly allowed to. Help?) RSS DateTime Formatter Final Frontier. (For ribbons for your Kerbals!) Hide Empty Tech Tree Nodes As for the difficulty settings, I'm thinking of going with hard but with Funds Rewards at 300% (later was changed to 200%) (I expect a lot of failing and I don't want to lose the game completely), Science Rewards and Reputation Rewards at 100%, 25000 starting funds, 80% resource abundance, quick loads allowed, Kerbals Level Up Immediately, Part Pressure and G-Force Limits and Kerbal G-Force Limits, Require Signal for Control, Plasma Blacout. For these I'm looking for something that's decently playable and possibly fun to watch if I were to record it. So, any suggestions for any additions or changes?
  13. So I recently updated my mac to MacOS Mojave and realised that my KSP game stutters like crazy, with black lines appearing everywhere. Some helpful guys in the forum advised me to use the "-force-openGL" command to restart the game, and it worked! However, the sad part is that I am running KSP realism overhaul with real solar system and the whole mish mash, and every-time I created a ship and tried to launch it from the vehicle assembly building, it just gave me the black loading screen with the planets rotating icon in the bottom right. It never tends to get out of that position and gets stuck there. I managed to isolate the problem a bit, as only when I used any of the procedural parts, this problem occured. Oddly enough, it's not the same for some of the stock FASA craft files like the Saturn V. They work just fine, along with other normal KSP installs (unmodded) with open-GL. Can somebody help me with this problem, as it's gonna be a while until I get a windows dedicated gaming laptop, and I have to work with my mac in the meantime. Thanks in advance:)
  14. I'm a fan of KSP, I'm also a fan of SpaceX. I like challenges. So I challenged myself to create a SpaceX BFR mission in Realism Overhaul with publicly available information. 4,400 tons at launch and ends with only 5 tons of fuel. Other spacex related videos are on my channel.
  15. I'm using Realism Overhaul and RP-0, along with a whole host of other mods for this playthrough. I do have Mission Control and the Tracking Station upgraded to level 2. Yet for some reason maneuver nodes are unavailable to me. For a brief time while ascending through the atmosphere I can click on my blue line flightpath and place a node, but once I get high enough and transition to space, my flightpath line turns pink and I can no longer click on it. Also, I cannot right-click on other ships, moons, or planets to make them targets. I can't rendezvous with anything, or leave Earth orbit. Essentially, I can't play the game. I'm not sure if this is MechJeb, Principia, or some other mod that's blocking it, or perhaps a setting I haven't found yet, or a genuine bug. Please help. Many thanks and appreciation to you all.
  16. KSP: 1.2.2 Windows 64bit Problem: Mars entry glitchy. My ship start spining and become uncontrollable after pass 124 000 Km. Mods installed: https://ibb.co/eCHKuR https://ibb.co/jpJg8m https://ibb.co/gZMvZR Reproduction step : Start Mars entry , in any angle it start spining , and become uncontrollable. I've try dozen of ship , with wings , high rcs power. Pod with heatshield are less glitchy. Log : Can't find it sorry Thank you for your time. Ps: Sorry for my bad inglish , i'm French.
  17. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/media/Thrust%20Misalignments%20of%20Fixed-Nozzle%20Solid%20Rocket%20Motors.pdf // The Satellite Encyclopedia - Castor Series: https://www.tbs-satellite.com/tse/online/lanc_castor.html // Used by: // Squad // ================================================== @PART[*]:HAS[#engineType[Castor-1]]:FOR[RealismOverhaulEngines] { %category = Engine %title = Castor 1 %manufacturer = Thiokol %description = The Castor 1 was first used for a successful suborbital launch of a Scout X-1 rocket on September 2, 1960. Castor 1 stages were also used as strap-on boosters for launch vehicles using Thor first stages, including the Delta-D. Diameter: [0.79 m]. @MODULE[ModuleEngines*] { %EngineType = SolidBooster } !MODULE[ModuleGimbal],*{} !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Castor-1 modded = false CONFIG { name = Castor-1 minThrust = 0 maxThrust = 286 heatProduction = 100 PROPELLANT { name = PSPC ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 247 key = 1 232 } curveResource = PSPC // guesses (note: max is above nominal * thrust_curve_max) chamberNominalTemp = 1500 maxEngineTemp = 1745 thrustCurve { key = 0 0.2 0.6566457 0.6566457 key = 0.08 0.7826234 11.38028 11.38028 key = 0.12 1.091428 0 0 key = 0.177 1.072238 -0.3012535 -0.3012535 key = 0.832 0.9977316 0.2489114 0.2489114 key = 0.91 1.052388 1.565168 1.565168 key = 0.9730649 1.160696 0 0 key = 1 0.93 -4.794868 -6.284284 } } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Castor-1]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Castor-1 ratedBurnTime = 28 ignitionReliabilityStart = 0.91 ignitionReliabilityEnd = 0.994 cycleReliabilityStart = 0.94 cycleReliabilityEnd = 0.997 reliabilityDataRateMultiplier = 2 isSolid = True } } Also, how do you unscramble the thrustCurve for this? It's not simple like it is for the Star 48B or other motors?
  18. I've just started relearning Realism Overhaul, started a new career with hard settings and low rewards. After launching one of my sounding rockets eastwards i noticed that it was pretty stable in the upper atmosphere with almost no roll, so I started experimenting and my sounding rocket evolved into this thing capable of launching 88-127kg (depends on the luck, especially engine failures) into 63* orbit from Plesetsk Cosmodrome. No engine upgrades were made, solid attitude thrustes are controlled by action groups. The launch mass in about 37t. If anyone is interested I will share the craft file.
  19. Hi all, I'm trying to make an E-1 upgrade which increases its thrust and slightly raises its Isp, but when I load it up in game it doesn't show up. I tried just copying the existing E-1 upgrade and tweaking it but that didn't work. I tried googleing it but that didn't yield anything useful. Any suggestions? CONFIG { name = E-2 description = Speculative upgrade configuration for the E-1. minThrust = 2744.064954 maxThrust = 2744.064954 heatProduction = 100 massMult = 1.0 ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 } PROPELLANT { name = Kerosene ratio = 0.3929 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6071 } atmosphereCurve { key = 0 305 key = 1 277 } techRequired = heavierRocketry cost = 550 } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} RESOURCE{ name = TEATEB amount = 1 maxAmount = 1 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[E-2]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = E-2 ratedBurnTime = 265 ignitionReliabilityStart = 0.947 ignitionReliabilityEnd = 0.999 cycleReliabilityStart = 0.9575 cycleReliabilityEnd = 0.9927 techTransfer = E-1:100 } Any help is appreciated. Hay
  20. For all those passionate players of RO/RSS who struggle with the boil off problem... I tried many different ways to handle those liquid fuels, tried radiators, heat pumps etc... As far as i can see... when you pass the 100x time warp (switching to analytic physics calculations) boil off happens... I found a way. I tweaked the realtanktypes.cfg (realfuels) and the rftanks.cfg (procedural parts) to get a tank type which prevents boil off. First it feels (and looks like) cheating I know... but considering that in the end every "feature" you need in space has to be paid with "weight" (insulation, radiator, electricity...), i suggest you alter the basemass to stay in a realistic scenario.... I´m not the author of the mentioned mods, i just edited the cfgs. Here is how.: \gamedata\realfuels\resources\RealTankTypes.cfg add.. //Ultra TANK_DEFINITION { name = Ultra highlyPressurized = False basemass = 0.000039 * volume outerInsulationFactor = 0.0005 TANK { name = LqdOxygen mass = 0.0000112 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 wallThickness = 0.0025 wallConduction = 16 insulationThickness = 0.0381 insulationConduction = 0.014 temperature = 400.15 note = (has insulation) } TANK { name = LqdHydrogen mass = 0.0000016 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.15 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdAmmonia mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.65 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } TANK { name = LqdMethane mass = 0.0000096 utilization = 1 fillable = True amount = 0.0 maxAmount = 0.0 temperature = 400.45 wallThickness = 0.0025 wallConduction = 205 insulationThickness = 0.0381 insulationConduction = 0.014 note = (has insulation) } } \GameData\ProceduralParts\Parts\ZOtherMods\RFTank.cfg add the bold line.. { name = ModuleFuelTanks volume = 1060 utilizationTweakable = true type = Default typeAvailable = Default typeAvailable = Cryogenic typeAvailable = ServiceModule typeAvailable = Fuselage typeAvailable = Balloon typeAvailable = BalloonCryo typeAvailable = Structural typeAvailable = ElectricPropulsion typeAvailable = Ultra } } The temperature in the first cfg is the key... What it does....: Now it is possible to choose "ultra" as a procedural tank type which is capable to store the configured fuels up to the given temperature in K. Many thanx to all the modders out there who do a great job... P.S. please excuse the fact that i´m not a native speaker/writer
  21. Hello, I have a 1.22 version of the game with Realism Overhaul, real solar system, scatterer, planetshine, and real solar system environmental visual enhancements. I just started, and my skies have turned very weird colors, whether I am in space, at the KSC, or in the tracking station/map. I am pretty sure that this is caused by one of the previous mods, but I really would like to use them, so I am wondering if there is any fix that someone can think of. I have many other mods, though I have played without the visual ones and never had this issue In my 1.3 stock planets version I installed scatterer and EVE and had this same problem... Thanks! Here is a link to an image of the sky https://imgur.com/a/iUM9w
  22. I am using realism overhaul, and I was forced to remove procedural parts in order to get my game to launch. Whenever I try to launch any vehicle, there simply will be no stage for my engine, therefore pressing space does nothing at all (except maybe deploy parachutes or decouple some nodes).
  23. I'm running KSP 1.2.2 with all mods here https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=0 (default Realism Overhaul mods) Also RSSVE https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjApKy-_tXVAhXnjlQKHTZOBUMQFggoMAA&url=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Findex.php%3F%2Ftopic%2F153511-122-real-solar-system-visual-enhancements-v122-rc3-2017-02-26%2F&usg=AFQjCNHLQKWRH7oFAD-Pk9lK_Rqq_HaC2A I get these spammed in the ksp log: [EXC 22:21:49.930] MissingFieldException: Field '.CelestialBody.bodyDisplayName' not found. I"m not sure if these are connected. DistantObject.FlareDraw.Update () [EXC 22:21:49.972] NullReferenceException: Object reference not set to an instance of an object Same here. principia.ksp_plugin_adapter.PrincipiaPluginAdapter.OnGUI () Thanks for the help!
  24. In late December, 1949, President Truman gives a historic speech, the culmination of years of diplomacy and burgeoning peace across the world. The most famous line from that speech, goes something like this... "We choose to go to the moon, not because it is easy... but because it is the only thing we have left to do!" And so began a race to space - an attempt to put little green men, and women, on the moon before the end of the Truman presidency, early January 1953. --------------------------------------------------------------------------------------------------------------------------- The following will be my RP0 speed-run playthrough, inspired by @soundnfury's Racing into Space mod game, chronicled here I'll also be using @pap1723 new tech tree and contracts, still in development. I won't be doing totally broken things, like breaking the weight limits of a pad by refueling with clamp pumps, but I do intend to push the limits here! Should be a wild ride. Notes and information
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