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  1. Merry (almost) Christmas! I decided to quickly throw together a mission to Neptune! I was thinking of doing this mission for a while, but I decided to grind it out and get it out by Christmas, so here we are. Enjoy!
  2. After a couple days of research and understanding the Real Solar System files, I've finally figured out how to change the date in RSS DateTimeFormatter. It's not too complicated and just takes a few minutes. The first thing you need to do is go into your Kerbal Space Program file (with your GameData and whatnot) and type into your file explorer's search bar, "persistent.sfs". Depending on how many saved games you already have, there will be the same number of these "persistent" files. Choose any because what this will do is going to affect all your saved games (if you don't want your other games to have a different date, take them out of the KSP saves folder). Once the .sfs file is opened, you need to scroll down until you see "UT" which itself is under "FLIGHTSTATE". Next to UT is a set of numbers. For those that don't understand what these numbers mean, they represent the number of seconds since the start of the game. This is what you need to change to have the save game set to a different date. Now you must figure out the number to replace the current one. Go to this website and, depending if your desired is before or after, put 1/1/1951 (the default date in Real Solar System) in Start Date or End Date. Then put the desired date in the opposite date section. For an example, I will use the beginning of 1942 as the replacement date. Click Calculate Duration and look for the large bolded text saying the number of days in between (3,287 days as per the example year). Now it's time for some quick maths. Multiply the number of days by 4 (as Kerbin days are 1/4 of an Earth day) then multiply that number by 6 and multiply again by 3,600 (found that out here). You now have your replacement number. Go back to your persistent.sfs file and delete the number already in UT and type in the new calculated number (of course not with commas). If your wanted date comes before 1/1/1951, then put a dash in front of it to make it a negative number. When done, save the file and close out of it. There you go. But before you go back in the game, there's one more thing you will need to do. What this is going to do will just make the planets and moons correctly aligned accurately according to the new date. Go into the Real Solar System file that you have in GameData and look for "RSSKopernicusSettings.cfg". Within it, scroll down (but not really because it's close to the top) until you see "Epoch". It will also have a set of numbers next to it. Epoch, in astronomical terms, is a fixed date that is relative to planetary/stellar measurements. The number you will see (-31542641.784) is the epoch for midnight, January 1, 1951. You need to replace this epoch with another that is accurate to your new in-game date. Use this website to find the epoch by typing in the date that you had replace the default earlier (just type in 12:00 A.M. for the time and keep it at GMT (Greenwich Mean Time) as that it the time zone RSS uses) and clicking Human Date to Timestamp. Your epoch replacement (-883612800 for the 1942 example) will be next to Epoch Timestamp. Copy the number (if it has a dash to make it a negative number, keep this) and go back to RSSKopernicusSettings.cfg. Select the epoch number and then paste (Ctrl and V at the same time) to replace it while also deleting it at the same time. Save the .cfg file and close out of it. You've now fully completed the new in-game RSS DateTimeFormatter date. Go to your KSP save game that has the changed date and you can see now that the date is, in fact, changed. Head into the Tracking Station and look to see the different planet alignments. Unless you have a clever eye, and you probably won't be able to tell anyway, but the planets really have moved since you changed the epoch.
  3. Hi there! I've visited the Moon and Mars in RSS/RO. Tell me how was the video:) Also please subscribe to my channel for more videos
  4. Right, so I can't get any engine plumes in my modded KSP 1.2 install which I have kept for realism overhaul with real solar system. So basically, there's no engine smoke/exhaust or plume and that's pretty much it. I hope someone can guide me on what I need to make them work. I first had RealPlume put in my Gamedata folder and then I tried putting the realplume configs in the Realism Overhaul folder into the Gamedata folder itself with no luck. Also I do have smokescreen installed and I have also tried keeping the RealPlume_stockconfig something folder in Gamedata as well. I would really appreciate if someone could tell me exactly which folders I need and where for this to work as I'm really confused. Feel free to ask me for any ingame screenshots or my Gamedata directory if you need to. EDIT: its version 1.1.3, not 1.2
  5. ( This is my first thread BTW ) In this thread I'll post a mission in a while ( as exams are approaching ) , From the start of the space center , the first orbital launch , The moon , mars and beyond. Note : The names of the rockets are in Arabic but written in English , like : Qamar : Moon Marikh : Mars Timsah : Alligator ( It's a bit strange as my name bank is going bankrupt ) Al-nisr : The eagle Al-Zahif : The crawler Other names will be added once the mission planning start. All my rockets : Awake 1 ( super-fast satellite launcher ) , Awake 1 heavy ( slightly discontinued ) , Awake 2 ( this was a complete failure ) , Qamar 1 (moon rocket , failed for structural problem) , Qamar 2 , Qamar 2 ? There wasn't even a design about it There is now but it's still under contruction , Qamar 3 ( moon rocket , failed because the second stage engine was insufficient ) Qamar 4 ( moon rocket , pending launch ) Planned : Qamar 5 Crew block 1 , Qamar 5 crew block 2 , Qamar 5 crew block 3 , Qamar 5 cargo block 1 , Qamar 5 cargo block 2 , Marikh 1 ( a mars transport rocket , for rovers and stuff ) , Awake 1 crew
  6. I was wondering if there were other launch sites compatible with KSRSS or a pack like with RSS.
  7. Introduction The Space Shuttle was the first orbital spacecraft designed to be reused, and allowed routine access to spaceflight at a low price. Unfortunately after 2 tragic disasters and mismanagement it never seemed to be that way, and many feel it did not live up to all its original goals. Using Kerbal Space Program's Real Solar System mod and obeying the real Shuttles capabilities, I would like to showcase a different path, through an alternate history where the Space Shuttle is utilized to its true potential. Some of you who are familiar with the Shuttles history may recognize some real-world additions in this timeline, and if they have been adjusted. I hope that you enjoy this showcase and that it might entertain or educate some readers about lesser known parts of the Space Shuttles long history. Mission reports will be in Imgur albums and are dependent on my schedule but I will try to get at least two out every week Background This KSP save using Realistic Progression 1 started out in the 1950s with experimental aircraft and suborbital science rockets. The launch history has mostly followed real world history, running through the Mercury, Gemini, Apollo, and Skylab programs. Over 150 unmanned U.S. satellite launches have been recreated, and highlights of noteworthy missions will be included in a bonus mention at the end of each Shuttle mission report. Mods The entire mod list is quite long although can be installed easily using CKAN. Below is the mods important to the Space Shuttle, with the entire list in the hidden section Shuttle Orbiter Construction Kit reDIRECT Photon Corp. And of course, Real Solar System and Realism Overhaul Credit This project of mine has been in the works for more than 4 months before posting, and everything in it would not have been possible without the work of the creators of all the mods listed above, and the entire RSS/RO/RP-1 team Special thanks to @Stonesmile for help with getting the awesome Shuttle by @benjee10 into RSS More to come
  8. I have RSSExpansion. I have RP-1. RP-1 gives RSS career support. But not RSSExpansion. So I make a mod that makes RP-1 give RSSExpansion career support. DOWNLOAD: Github: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion/releases/tag/v2.0.0 SpaceDock: https://spacedock.info/mod/3062/Realistic Progression For RSSExpansion No CKAN yet. SOURCE: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion LICENSE: GNU General Public License v3.0 1.1.1 Changelog: Bugfix: Mod now shows up in the KSP-AVC modlist 2.0.0 Changelog: Put the previous contracts into their corresponding programs. Contracts are now balanced according to RP-1. That means no individual deadlines for contracts, plus the addition of reputation rewards. New Program: Outer Planet Exploration! Now includes orbiting, landing, and rover missions to Makemake, Orcus, and Sedna.
  9. Extreme Visual Overhaul for Real Solar System Hello, This is EVO, a visual overhaul for Real Solar System aimed at providing stunning visuals while offering great performance. EVO is a spiritual successor to @pingopete's RVE 64k project, and is meant to offer a similar level of visual fidelity, while offering more performance oriented options as well. EVO will also be open to contributions, ideally remaining a never quite finished project for the next few years. I was inspired to make this pack after seeing great breakthroughs in visuals for stock and modded systems, as well as errors when using some of my old favorites (such as RVE 64k) in newer versions. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― So far EVO adds the following: An almost no compromise combination of RVE64k and RSSVE 32k, 48k, and 64k Land Texture options, modified from RVE 64k New Ocean and Atmosphere configs for Earth New 32k 48k City Lights from Space Engine, with a new 8k City ground texture based on satellite imagery New Mars Textures Boot-prints for some celestial bodies A new Sunflare from @Avera9eJoe's beautiful Spectra Visual Compendium Scatterer 0.07 support, alongside Godrays and Wave Collisions An Optional TUFX Preset, based on RVE64k's legendary KS3P preset Fog to Venus and Titan Dust Storms to Mars Auroras to Jupiter Hexagon Storms to Saturn Geysers to Enceladus Lava on IO Much more... ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Troubleshooting/FAQ PLEASE READ: The Lights aren't showing up/ look off press alt+0, push the arrow in the EVE menu to go to textures and hit apply, go to city lights and hit apply, and if the terrain now looks off press alt+11 and map EVE clouds. The terrain is white/invisible! 99% of the time, this is due to an improper install, read the directions. Seriously. if that doesn't work, attempt the fix above as it often fixes that issue as well When is the next update coming? when it comes. I am in college, working a job, and streaming 2x per week alongside working on CH4 (soon) so be patient and enjoy the screenshots <3 ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Dependencies: Scatterer Environmental Visual Enhancement Real Solar System Incompatibilities: RSSVE, RVE64k WARNING: as of right now, Kopernicus Bleeding Edge is not meant to be used in Normal Play, it is no longer recommended for use with this mod. ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Licensing: EVO is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), so you are free to redistribute, modify and copy the contents of the mod so long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same license (CC BY-NC-SA 4.0) City Lights textures, and other textures labeled in the mod as space engine assets are NOT licensed under the above license and are being used at the permission of the space engine team DO NOT REDISTRIBUTE ―――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― Credits: @blackrack - Scatterer Adds better oceans and atmospheres to planets @JadeOfMaar -Sunflares of Maar Original author of the sunflare modified for use in @Avera9eJoe's Spectra @Waz - Environmental Visual Enhancements Adds tons of visual capabilities, far too many to list here @pingopete - RVE64K @tony48 - KSRSS(VE) Adds a whole lot of configs that mine are derived from, from snow to lava and much more @G'th -AD ASTRA I used their aurora textures and hexagon storm as they are easily the best I have ever seen @Theysen - RSSVE @Vabien - Kopernicus Expansion Continued-er Adds the ability for bootprints, alongside many, many other things @Shadowmage - TUFX Post Processing for KSP Special Thanks to: @jrodriguez for offering multiple textures, and input on the project @Jceratops for helping test the mod @pingopete for inspiring this project, and teaching me so much @Avera9eJoefor showing me cool things that EVE is capable of Download: Github Enjoy the mod, and feel free to offer contributions and suggestions,
  10. Welcome to this new post, in wich i am gonna narrate the troubles and discoveries of a new worldwide space agency, formed after WW2, wich combines USA, USSR and Europe technologies, in their objective to explore space "in peace for all mankind": they are the International Space Agency, the ISA. Obviusly all in RSS RO RP1.
  11. Hi, I play RP-1 in ksp 1.10.1 and I have a problem. I want to disable testflight parts failure or minimize it because that's so annoying and RP-1 is enough challenging for that. The problem is that I don't find anything that can help me to do it, so if someone can help me that would be welcomed. ps: I have testflight 2.2.0.1
  12. - A place for others still playing Galileo's SSRSS to share ideas about how to keep this great mod working - NOTE: This is not a relaunch or a revival. Nor is it a petition to the author or attempt to get support from him. He locked his SSRSS thread and AFAIK there are no plans to change that. We are here to help each other. For those interested in trying this out, the SSRSS mod is still up on GitHub. - Remember, this is unsupported, so be prepared to work things out for yourself - Install Instructions: (additional detail on the Github site) Download Kopernicus: https://github.com/Kopernicus/Kopernicus/releases Download and install RSS: https://github.com/KSP-RO/RealSolarSystem/releases (ONLY install the RealSolarSystem folder. The bundled Kopernicus and ModularFlightIntegrator is outdated) Download and install RSS TEXTURES: https://github.com/KSP-RO/RSS-Textures/releases Install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases Install the SSRSS folder into your GameData folder: https://github.com/Galileo88/SSRSSContinued CKAN Install: I've had success setting CKAN to accept KSP 1.3 files and installing SSRSS that way. Feel free to try it FAQ Does this work with newer versions of KSP? Several of us have had success using the current version of Kopernicus. That said your mileage may vary, especially with regards to other mods. How do I get help / support? This is very "Do it Yourself". Before asking questions please read carefully through the install instructions and try to solve it. If you figure something out feel free to share Can this mod get re-released? There are no plans now and AFAIK the author doesn't intend to either. If you have modding skills and want to adopt it I would ask Galileo directly. Can anyone (fix this) / (change that) / (Make it work with X)? Only if we can do it ourselves. We can't expect support from the author and we aren't going to ask. Original locked thread here: Still a lot of good info on there if you want to read through it:
  13. After months of planning, filming, and editing, it's finally here - Project Andoria! Embark on the largest cinematic video I've ever made.
  14. This mod is meant to work in conjunction with real chatter which still works with 1.12.3, and is meant for RSS or you can use it for stock as well Lines will include Custom starship chatter and coms checks (voiced lines) Custom spaceX marbase eva, chatter and coms checks (voiced lines) Lunar eva and coms checks (voiced lines) Various chatter and coms checks (voiced lines) for moons of planets orbital chatter and coms checks (voiced lines) A whole bunch of new beeps, including the spacex com check beeps on the dragon real space x coms checks (non custom) Real nasa chatter and coms checks (non custom) Staticy sounding mars base chatter and coms checks (voiced lines) non staticy mars base chatter and coms checks (voiced lines) orbit chatter and coms checks (voiced lines) space station generic chatter and coms checks (voiced lines) and more!!!! Heres an example of a mars Eva that ive recorded for mars not exactly perfect (far from it) but i will be going over that as I polish the first release up. https://drive.google.com/file/d/1fzYmpLgX1h_dTpG9LOhPozJ7cSBKeRHa/view?usp=sharing also another one, spaceX com check https://drive.google.com/file/d/1Tj-EhRgnog-1aEjZRaqPlkCix48ItezU/view?usp=sharing I am the only one voicing them so far, I have recorded and edited 100+ lines so far, there a various methods of voice acting such as doing different accents, southern, midwestern, etc and I have changed the pitches of the voices along with adding static, communications breakups, etc to make them all diverse and less generic sounding. Future lines and plans will include chatter and coms checks (voiced lines) for all stock planets an moons 500+ lines More voice actors besides me (people that I know) which are in progrees with collaberating with me on onther mods. My release date is planned for less than 2 months away, around the end of june.
  15. This is another mission done quite a while ago, not so much time after heat shield magic wings were indepedantly discovered by several players. In terms of mission finish time, it was the first craft of its kind to complete a full mission of any sort, as well as the first EC powered ssto. These kind of SSTOs are remarkably efficient in terms of getting into orbit, reaching at least 30% of effective payload fraction launching from Earth with a still acceptable thrust to weight ratio, and without any crazy mass optimisations. They are also ideal for tackling atmospheric bodies with high dv needs and mid to moderately high gravity levels. With this kind of basic setup, stock super-kerbins, super-jools, real scale Earth sized planets lacking oxygen, real scaled superearths and some real scale gas giants(fine for at least the dv requirements of Saturn) and super-scale terrestrial planets, at leasts up to 10xearth, can be orbited single staged, with various level of difficulty.
  16. MARCH 2 ORBIT | Episode 01 | KSP RSS/RO/RP-1
  17. I recently edited out the clips of a mission done one and a half years ago. While there are claims of fully reusable lunar missions done with stock parts predating this mission way back, they relied on splitting the timeline during stage separation, so in their respective timeline, either the booster crashes, or the payload never reaches orbit. To my knowledge, this was the first stock craft, based on mission finish date, able to finish a fully reusable mission beyond LEO in RSS(there is a interplanetary SSTO launched earlier, but I only managed to finish the mission after this was done due to a mission extension and some complications with the Kraken). It was based off of some earlier sstos, being scaled down to basically just be able to get up to leo with the lunar lander., so payload fraction wasn't high, just below 2%(at least 4.2% can be attained on large, stock part conventional wing sstos in RSS). The three solar panels were clipped into two, solar panels don't occlude each other from sunlight in this scenario. As for the mass, this mission was done before I along with others discovered magic wings, if this was done now, the mass would be way lower, probably around 2t, which I might explore in the future. Magic or conventional, there is a lot of design space and optimisation to explore with stock SSTOs in RSS.
  18. SOVIET ONLY?? | RP1/RO/RSS | Express to Orbit | S02E01
  19. Something very different, and very big. Merry Christmas to all!
  20. in this playthrough with rss/ro/rp-1 I will be playing as the USA, and try to launch a man to the moon. Settings: Normal Start location: Brownsville I will do 1 year at a time, and try to post once every 2 weeks, but times may vary.
  21. Pretty much stated in the title. I've had several cracks at it; it just seems to be impossible. The only engine that can provide the dV needed is the NERV, but with the low TWR it doesn't seem feasible without weird aero bug exploitation to get insane altitude and speed without spending fuel. Any ideas or theories? EDIT: Just thought of suborbital rendezvous, but I think TWR would still be a significantly limiting factor.
  22. In a parallel universe, the country of Hatsunia (初音国) had taken a very different path compared to Japan, its counterpart in our world. Instead of hundreds of years of feudal isolation, the society became used to foreign contact and social reform. Unlike Japan, its international relations in the late 19th and early 20th centuries mostly involved diplomacy and trade with its neighbors instead of brutal militaristic conquest. During the Second World War, Hatsunia joined the Allied Powers and formed the Honolulu Pact with the United States in 1941 against a China that had been taken over by fascists in this timeline. The Allies achieved victory several years later, and with Hatsunia not being on the defeated side, its aerospace industry would not be obstructed by treaties, constitutional articles, or ruined infrastructure. At the beginning of the space age, Hatsunia did not have the native resources to directly compete with the Soviet Union or United States in spaceflight achievements, but had just enough to invest in small rockets and the cultivation of electronics and computing industries. As time went on, Hatsunia's economy would take advantage of post-war international trade networks and the digital revolution, and its space industry would eventually become the forefront of capability and affordability in the 21st century. For more information about Hatsunia, visit this page and the wiki. This is a pseudo-alternate history in a parallel universe that wasn't meant to be fully realistic. Like Japan, there is more to Hatsunia than anime. If you're wondering, "why a space program inspired by Hatsune Miku?" please read this. (not everything will be Miku-related) The Hatsunia Aerospace Science and Development Agency (初音国宇宙航空科学開発機関) was established in 1958. [Japan used to have three aerospace agencies: ISAS (scientific space probes), NASDA (practical satellites/human spaceflight), and NAL (mostly aeronautics). They were merged to become JAXA in 2003. In Hatsunia, their responsbilities were merged since the beginning.] This is an alternate history-like self-roleplay which will be depicted with modified versions of the Real Solar System and Realism Overhaul mods (and Zorg's TUFX configs). The Realistic Progression 1 (RP-1) career mode mod is also used to give structure to the missions, but it will not be a legitimate playthrough as progression through the tech tree is dependent on gathering science points from the moon and other planets as soon as possible. Thus, technologies will be manually unlocked at a pace according to their respective times. The TestFlight (engine failure) mod will also not be used. Custom contracts will also be made. Think of it as part career, part sandbox. Table of Contents (Video playlist) Phase 1 (1952-1961) Phase 2 (1962-1976) Phase 3 (1977-1986) Phase 4 (1987-) Phase 1 - 01 In Minamikushi Prefecture, the Hatsunia Science and Technology Agency constructed a facility on the island of Negishima, named after the green onion that the island was coincidentally shaped like (and was on the Hatsunese flag). Parts of the agency focused on the development of rocketry for scientific purposes, while the Hatsunia Defense Forces also saw its potential value for military applications. Professor Hidemi Utagawa of the University of Minamikushi led the development of Hatsunia's first sounding rocket. This sounding rocket was the Negi-1, and was similar to the American WAC Corporal rocket. The vehicle was composed of two stages. The upper stage, or sustainer, was composed of steel and was powered by the LE-01 liquid rocket engine. It used a simple pressure-fed design and was fueled by a toxic mixture of aniline, furfuryl alcohol, and inhibited red fuming nitric acid, which required careful handling but could be stored for long periods of time. The LE-01 was the first in a series of liquid rocket engines developed by Mikubishi Heavy Industries, which previously manufactured ships and aircraft. At the top of the stage was a nose cone and an additional cylindrical compartment carrying a payload of scientific measuring instruments, including a thermometer and barometer. Fins, twisted by a fraction of a degree, provided flight stability through rotation. The lower stage, or booster, resembled the American "Tiny Tim" rocket and was known as the "Pencil," containing solid nitroglycerin and nitrocellulose propellant. Its purpose was to provide a short burst of thrust and acceleration so that the second stage's fins could stabilize effectively. The diagram below compares its size to a modern interpretation of Hatsune Miku, a mythical singer originating from ancient Hatsunese folklore. On 1952 August 31, the first Negi-1 was on the launch pad after several weeks of construction. The launch platform was slightly tilted to the east so that the rocket would not crash into any populated areas. (Captions provided by the Historian mod with my custom config)
  23. Please sit back with a cup of tea, and relax as I try to take Britain to the stars. I have taken data from prototype, developed and planned British engines, mixed it with a bit of British design and decided to see just how well could they do if post war Britain had thrown a little bit of money at the problem instead of just the innate creativity mixed with sticky tape and hope that usually happens... Will Britain expand into a Vertical Empire?
  24. My take on Realism Overhaul while throwing in some cinematic shots.
  25. Hi guys, I just installed RSS for the first time. The problem is that the KSC is lower than the ground. Here is a picture: https://imgur.com/a/NaG1ssw
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