Jump to content

63Hayden

Members
  • Posts

    52
  • Joined

  • Last visited

Everything posted by 63Hayden

  1. Just want to show my appreciation for this incredible tool you've created. I use ckan nearly every day, and it saves me so much time and is so easy to use. Best, most well thought out tool for a PC game ever. Thank you.

  2. Charlie, I will personally give you $5 if you make this mod compatible with v1.9 by the end of the week.
  3. Is there a general consensus here as to the best version of KSP to use with realism overhaul, and all the recommended mods? I find that if I use a more recent version of the KSP, a lot of recommended mods just aren't updated to be compatible. I'm currently using 1.6.1, but a lot of the mods I want just aren't updated. For instance, the ALCOR lander was made for version 0.9 I believe - Very outdated. Also, as a side question, is there a way to reduce the part count, or at least "hide" some of the parts you don't want to use in the editor or when you are loading the game? With a fully modded RO install, my game can take upwards of 15 minutes to start. Any help appreciated, thanks.
  4. I loaded the Saturn V from the craft files, and yeah the J2's seem very underpowered. I always launch into an orbit with a zero relative inclination to the moon, or as near to zero as possible. I'll do as you suggest here and see if it works.
  5. The Saturn V craft file in the the "Realism Overhaul Craft Files" mod pack does not have enough delta v for TLI. I've tried many times to make orbit with enough delta-v to make TLI, but it's never worked out. A simple calculation shows that there is not enough delta-v (3,000 m/s) after orbital insertion (9,400 m/s) to make TLI. Wondering if this is just an issue with my setup or not.
  6. Hi. It's been a while since I last posted here, but I've been getting back into KSP lately. Anyway, I noticed that while building rather complex designs in the VAB or SPH that take a bit of time to craft, the "Move Tool" stops snapping after a certain amount of time has passed, which is a problem since I use it all the time for aligning independently placed parts that can't be placed using symmetry. Currently, a workaround is to just restart the game, since that fixes the problem for a while, but eventually it just stops functioning. I can still use the per-pixel movement for the Move tool, snapping just doesn't work. The only mod I had installed while experiencing this issue is Kerbal Engineer Redux. Any potential solution would be greatly appreciated, thanks. Regards, Hayden
  7. That makes sense. I will incorporate this information in future designs. Thanks.
  8. Is the main advantage to this design it's high TWR. I've built similar rockets to this in the past when messing around in sandbox mode, but it can't be very cheap if you were using it regulalry in career mode.
  9. Thanks for the very informative post. I now realise that I wasn't giving enough thought to the variation in ISP at sea level vs vacuum. I'm very surprised to hear that you can reach orbit using 2,800m/s, as you say; I'm typically a close to a full 1k higher than that with my launch vehicles. Despite having well 1,000 hours in gameplay, I still clearly have a lot to learn.
  10. Yeah, right now the biggest thing I can improve on is my ascent profile. I'll take into consideration the suggestions you guys have made here, and I should be more efficient from here on out. Thanks for the input.
  11. Thanks for taking the time to answer my question. The ascent procedure you provided is generally what I would aim to follow in the past, so I guess I'm not too inefficient in what I'm doing. However I would typically reduce my thrust to avoid overshooting my target orbit Apokee, and by no longer doing that, I might see an reduction in the delta-v required for orbit. I find KSP to be more enjoyable when I'm guessing my way through things, and more often than not I have ample delta-v to do what I want to do anyway. I suppose the 3,400 m/s is just there as a rough target for reaching orbit, and after reading your post, it's pretty obvious now that that figure can't possibly apply to every vehicle design due to factors like TWR and atmospheric drag. For now, I'll work on improving my ascent profile, and ensure my designs have a sufficient TWR. Since I started using Kerbal Engineer years ago, I always based my TWR on the Saturn V, as I saw that as the staple launch vehicle. Anything with a TWR of 1.15 or higher I thought was more than enough, but after reading some posts I now realize that you should aim for something closer to 1.5. Anyway, I appreciate the help, and have yourself a good day.
  12. I've been playing KSP for years, and for the most part have just guessed my way to orbit, while worrying about delta v for ejection and insertion burns at other bodies. However, I've since taken an interest in being as efficient as possible in all aspects of my gameplay. I was following the suggested 3,400 m/s of delta v found in the common delta v map. I went as far as installing mechjeb to reach orbit automomonously, which you'd expect to be as efficient as possible. However, the delta v requirement for the circularisation would always come up short by 100 m/s or so. As a follow up, is the 3,400 m/s suggested in the map based on vacuum thrust?
  13. Right. I had this problem too, when I first started out with realism overhaul. It's a feature introduced by Real Fuels, which is relied upon by RO itself. The 'vapor in feedlines' message that you get appears when the fuel in your storage tank is 'unstable', which is to say that it has collected at the opposite end of the tank, away from the engine. What you need to do is get the fuel and oxidizer into the feedlines using a small measure of thrust; just enough to move the liquids back. This can be achieved by using separation motors in the proceeding stages of your rocket. Once you're been in space for a while, the fuel/oxidizer will naturally move around in the storage tank, but you can just use small pulses of RCS thrust to alleviate this. The best way to identify the current state of the fuel/oxidizer in your stage is to right click on the engine utilizing said liquids; somewhere in that summary you'll find what I'm talking about. Hope this information helps. Regards, Hayden
  14. I know there have been similar posts recently, but has the RCS thruster power been nerfed in a recent update? I recall it being substantially stronger. And yes, I'm aware different mixtures provide different ISP and thrust levels. Another thing that I noticed is that the plume produced by all thrusters is so slight that they're not noticeable at all.
  15. I think it would be awesome if you could add support for this flashy capsule created by Ledenko: http://forum.kerbalspaceprogram.com/threads/82045-K-P0110-Apollo-like-crew-module-now-with-source-files-included It has all the foundation, but just needs a patch for the internal RCS to function. I've been using this command pod for a very long time and can vouch for its awesomeness.
  16. Is there an incompatibility issue with procedural parts here? Whenever I try to use this mod, problems arise. For instance, when placing a fairing base under a payload, one or several of the standard green placement nodes will float in the air persistently, or at lest until I renew the scene. Another annoying bug occurs when loading up a saved vessel; it seems procedural parts struggles to remember the parameters for the various parts that I use, and I'll get things like shrouds popping out of place where they shouldn't. Lastly, the joints made procedural fairing will sometimes loose their rigidity after the scene has been loaded whilst on the launchpad.
  17. I can't be the only person here who sees this as offensive to Scott, himself...
  18. Alright, I'll change this thread 'Solved', now. Edit: Nevermind, I don't actually know how to do that. I'll just leave it open so that people with the same issue might find it.
  19. This seems to have solved the problem. The Mk1 pod's textures are being displayed as they should while outside the VAB now. If this problem is common enough, perhaps you should post about it in the Realism Overhaul thread.
  20. The following is from the ModuleManager.ConfigCache file you specified earlier, however, the thing I did differently this time is start the game before opening the file. UrlConfig { name = mk1pod type = PART parentUrl = Squad/Parts/Command/mk1pod/mk1Pod url = Squad/Parts/Command/mk1pod/mk1Pod/mk1pod PART { name = mk1pod module = Part author = NovaSilisko scale = 1.6 node_stack_bottom = 0.0, -0.4050379, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.6423756, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 TechRequired = start entryCost = 0 cost = 600 category = Pods subcategory = 0 title = Mk1 Pod (2m) manufacturer = Generic description = A one-person pod. Comes with built-in RCS thrusters running off High-Test Peroxide (HTP) and a large battery. Heat shield rated for LEO reentries. Center of mass can be offset slightly to allow lifting reentry (toggle Descent Mode). attachRules = 1,0,1,1,0 mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 vesselType = Ship CrewCapacity = 1 maxTemp = 800 breakingForce = 250 breakingTorque = 250 RSSROConfig = True rescaleFactor = 1.0 thermalMassModifier = 1.0 skinMaxTemp = 2500 INTERNAL { name = mk1PodCockpitRPM } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = RasterPropMonitorComputer } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } MODULE { name = FlightEngineerModule } MODEL { model = Squad/Parts/Command/mk1pod/model scale = 1.6, 1.6, 1.6 position = 0.0, 0.0, 0.0 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = 0, 0.99, -0.425 rotation = 270, 0, 0 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = 0, 0.99, 0.425 rotation = 90, 0, 0 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = 0.425, 0.99, 0 rotation = 0, 0, 270 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = -0.425, 0.99, 0 rotation = 0, 0, 90 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = 0.1, 0.0, 0.8125 rotation = 0, 0, 270 } MODEL { model = RealismOverhaul/Models/LinearRCS scale = 0.1, 0.1, 0.1 position = -0.1, 0.0, 0.8125 rotation = 0, 0, 90 } MODULE { name = ModuleFuelTanks volume = 250 type = ServiceModule basemass = -1 TANK { name = ElectricCharge amount = 48600 maxAmount = 48600 } TANK { name = HTP amount = 30 maxAmount = 30 } TANK { name = Food amount = 11.7 maxAmount = 11.7 } TANK { name = Water amount = 7.73 maxAmount = 7.73 } TANK { name = Oxygen amount = 1184.4 maxAmount = 1184.4 } TANK { name = CarbonDioxide amount = 0 maxAmount = 1023.07 } TANK { name = Waste amount = 0 maxAmount = 1.06 } TANK { name = WasteWater amount = 0 maxAmount = 9.85 } TANK { name = LithiumHydroxide amount = 1.5 maxAmount = 1.5 } } MODULE { name = TacGenericConverter converterName = CO2 Scrubber conversionRate = 1.0 inputResources = CarbonDioxide, 0.0058912100, ElectricCharge, 0.010, LithiumHydroxide, 0.0000085683 outputResources = Water, 0.0032924498, true, Waste, 0.0000257297, false } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -6000 lossConst = 0.004 pyrolysisLossFactor = 2000 ablationTempThresh = 400 reentryConductivity = 0.01 charMax = 0 charMin = 0 } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } MODULE { name = ModuleRCSFX thrusterTransformName = RCSthruster thrusterPower = 0.107 fullThrust = True PROPELLANT { ratio = 1.0 name = HTP } atmosphereCurve { key = 0 167 key = 1 57 } } MODULE { name = CoMShifter DescentModeCoM = 0.0, -0.1, 0.0 } MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 scanName = Eyeball Scan power = 0.05 } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } MODULE { name = JSINonTransparentPod } MODULE { name = kOSProcessor diskSpace = 5000 } MODULE { name = ModuleAeroReentry skinHeatConductivity = 0.001 leaveTemp = True } } } There were two sections of the file that mentioned the mk1pod, and the first was for Raster Prop Monitor, which was just above this node.
  21. Is this what you meant?: { name = mk1pod type = PART parentUrl = Squad/Parts/Command/mk1pod/mk1Pod url = Squad/Parts/Command/mk1pod/mk1Pod/mk1pod PART { name = mk1pod module = Part author = NovaSilisko scale = 1.6 node_stack_bottom = 0.0, -0.4050379, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.6423756, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 TechRequired = start entryCost = 0 cost = 600 category = Pods subcategory = 0 title = Mk1 Pod (2m) manufacturer = Generic description = A one-person pod. Comes with built-in RCS thrusters running off High-Test Peroxide (HTP) and a large battery. Heat shield rated for LEO reentries. Center of mass can be offset slightly to allow lifting reentry (toggle Descent Mode). attachRules = 1,0,1,1,0 mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 vesselType = Ship CrewCapacity = 1 maxTemp = 800 breakingForce = 250 breakingTorque = 250 RSSROConfig = True rescaleFactor = 1.0 thermalMassModifier = 1.0 skinMaxTemp = 2500 INTERNAL { name = mk1PodCockpitRPM } MODULE { name = ModuleCommand minimumCrew = 1 } Thanks so much Nathankell, I really appreciate the time you have devoted to helping me out.
×
×
  • Create New...