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Makers

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Everything posted by Makers

  1. Hey, I ughh, re-downloaded the game from steam using version 1.12.3 and yeah, it seems to be a better version of Rp-1, vs current game version release. Thanks for everything!
  2. Hey, I've been playing this mod for a very long time on and off, I am starting a brand new save on my new comp, and was wondering if I am supposed to have access to Procedural Solid Rocket Boosters, as soon as I get into the game. There are other parts that say non rp-0 and was wondering if there is something I missed to turn them off.
  3. Hey yea sorry about the brackets, I was in a rush. but is there a newer version other than the current version. the one I got from main page was version 1.8
  4. After downloading the new config, It must be placed in: KSP/GameData/Space_Shuttle/Parts/Onepiece Folder You then have to edit the config with wordpad. change model = Space_Shuttle/Parts/Orbiter scale = 1.0, 1.0, 1.0 } to { model = Space_Shuttle/Parts/OnePiece/Orbiter scale = 1.0, 1.0, 1.0 } Simple fix
  5. The problem, when you first start a career, you have no ability to click action groups
  6. your cryogenic fuel will boil off over time, eg. anything that says liquid(......). To reduce the amount of boil off use a PT and make sure to set it to cryogenic or balloon cryo, and also I believe service module. this will not stop boil off, but will slow it down. The Apollo missions used Cryogenics in the second and third stage of the Saturn 5. The CSM, LEM used hypergolic storable propellants (Aerozine/NTO) which are not susceptible to boil off as hydrogen/oxygen
  7. Yes, I am aware of this, which is why I don't use the larger engines in my game until I feel like they should be available. However they are patched for RO and add more engines to the game, and as I am playing my game from Russia, I like to use them. Like I said they are about 12x more expensive, so the benefits gained from them, I pay for
  8. I play with Fasa, the engines only. Trust me when I say that it is worth the time to trim down only to the engines. They are very accurate in looks and the time someone spent to edit them for RO, was time well spent. I also use KW Rocketry, but trim it down to only the solid rocket boosters, it offers a lot of real world SRB's. Again very accurate and well worth the time someone spent on the config for them Bobcats engines, I am a little up and down with these. I use them for the fact that they are more efficient than any other Kerolox engines, they have throttle control, and are accurate. However as far as RP0 is concerned they are not quite placed in the tree quite right. You have access to very powerful engines, very early, but they are also very, very expensive and rightfully so. Using one of these as a first stage engine in RP0 is awesome due to throttle control, you can build first stages that will have a max TWR of 10, but can throttle them so you barely reach 5, minutes into a launch. This is important due to the part limits imposed in the vab/launchpad P.S. They work just fine in .90 The tweakable thrust limiter will not work in RP0 with any engine that does not have throttle control. Period. Most early rocket engines are fully on, or fully off. The first rocket engine that had throttle control was the XLR-99 on the X-15 test plane, and only could throttle to 50%. As far as adjusting your ascents, the only thing I can tell you is to design a rocket with 9.5km DV, launch from the cape, and try to make a 180x180 orbit. try many times, this is what I did, after a few launches you will figure it out. Your rocket design for GSO is totally up to you. If you want a different stage for every part of your mission, its totally up to you. With the part limits of .90 early career, the only advice I can give is to design a rocket that gets you to orbit with 2 stages, reuse your second stage for burn to GTO, and have your satellite have enough DV to perform the inclination change/circularization. the would mean you only have 3 engines total.
  9. Your DV remaining from your original craft you say is anywhere from 1-500 DV. If you are using Procedural Tanks, and are upset at having extra DV, after orbit, try to remove some fuel from your second stage. This will provide more DV in your first stage, and may help you feel like you are not wasting fuel on orbit. Also the mass of your payload, and fairing size will change your DV as a bigger fairing will need more thrust to push through the atmosphere and a lighter payload will have you left with extra DV with final Orbit insertion. Real world launchers are chosen for the mass they can put to orbit/GTO/Transfer and they will have extra fuel left in the tanks almost always, so don't feel too bad about the waste as long as your mission goal was achieved. Your second question regarding using the same DV launch vehicles, you must also take into account your (burntime) along with your TWR and DV. You can have a second stage with a TWR of .80 that will burn for 15 minutes, which will require a lot of off velocity vector thrusting. You can also place RCS on your (Big/Unwieldy) stage to help orbit maneuvers. And in RSS you don't have to change headings in 3 secs, turn stability off thrust in the direction of heading change and alt-period time warp. You will see that a little thrust will move big objects, slowly To get to GSO. Try to design a launch vehicle with around 16000km, you will need around 9.5 for orbit, around 2.5k for GTO, and will the left over DV you will burn for inclination change and orbit insertion. You will have fuel left over if done correctly, I just want to make sure you get there Launch your rocket into orbit. Create a node at equatorial AN/DN if you are not using any kind of flight software (KE/Mechjeb) Get it. Make your node so that your apoapsis will be around 35,786 km. This will mean when you hit apoapsis you will be on the earths equatorial plane and traveling around 1600m/s instead of LEO 7.8. At this point your plane change to mirror the equator will be VASTLY cheaper than LEO. You can attempt to burn prograde/normal/anti-normal at the sametime to make your burn more efficient, however if you are just trying to get to GSO. Do your plane change, then do your circularization burn. If you click on the earth, and click on info, you will see that its rotational period is 23 hours 56min 4 sec. when you have completed your circularization burn, use your rcs to fine tune your orbital period to mirror this time. Again you will need (KE/Mechjeb) If you follow these steps you will soon find out that getting to GSO is more of a timewarp pain than anything else. I hope this helps
  10. Hey all... I was on here the other day and notice some questions about ships/launching and whatnot...I created a thread to help people that need help actually playing in RSS/RO.. I seem to have a lot of free time lately and wanted to do something semi productive with it. http://forum.kerbalspaceprogram.com/threads/105200-RSS-RO-Questions-with-craft-transfers
  11. Atlas 551 GTO with Dummy Payload: Craft: https://www.dropbox.com/s/bu4i15ffw2vtmg1/atlas%20551f.craft?dl=0 Mods: KW Rocketry Solids
  12. Hello, I have created this to answer the questions of people that want to play RSS/RO but cant understand why their ships are doing such and such. I am not looking for rep/cookies, I just have the free time to help folks learn the ins/outs of RSS. Please post a link to your crafts you want to know why they don't work and I will help you, it may not be today but most probably tomorrow. I will share 2 ships that I play, the SaturnV and the Atlas551. These 2 crafts are good at learning how to get heavy payloads into orbit/transfers, and ships that have high TWR first stages, and "why I am not moving" second stages. First SaturnV: https://www.dropbox.com/s/egpl83vyspwiwed/Apollo.craft?dl=0 Mods FASA: http://www.curse.com/ksp-mods/kerbal/220632-fasa AIES: http://www./download/7dvf4icv8q9q6u1/AIES_Aerospace151.zip - - - Updated - - - Tutorials: Apollo Moon Mission Launch: TLI: Transposition and Docking: Midcourse Correction/ Lunar Orbit: Lunar Landing:
  13. I like and am thankful for the work put into these mods for ksp. I really am But is possible to do something like.. Creating some sort of part/module that allows you to test things like (can we see in space) (can we eat in space) (first EVA) (can we dock in space) but not have them be in the same node, it would make multiple manned missions to LEO more fun. As of now and as always, one LEO manned mission and your pretty much regulated to go to the moon.
  14. Well, Due to the new VAB Height restrictions, can not build Saturn V as it is too tall. I am hoping that Hangar Extender will address this in the future but for now I will need to create Stubster Rockets for large payload lifts. Not unless someone can supply an alternative way to build thru the roof. PS: Been playing since .19 and THANK YOU for all the you have done to this game. You have provided me with countless hours of 11 min burns to orbit only to find out that I forgot to switch my RCS from Hydrazine to mmh/nto. The game went from click/click/click/Launch to Let me Google "Rocket Science" real quick
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