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About NFunky

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    Piano player

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  • Location On tour somewhere
  • Interests space, science, music, my girl, my dog
  1. Thank you guys all for the advice. I still have no idea what was causing this, but Kerbal Joint Reinforcement did seem to help a lot. In testing, I still occasionally get unexpected disassembly, but it's rare now. More like 1 in 10 rather than 1 in 3 like it was. Interesting about the heating model in RSS. I don't think this was the issue here, since I never got any overheating reports, just structural failures, but I am planning a mission with an RTG, so that's really good to know. Anyway, I'd still be very interested if anyone else has experienced sudden, unexpected disassembly when loading a vessel.
  2. I just tried it again after removing Kerbalism from my GameData folder. Same results unfortunately. I also removed Heat Pumps in case KSP's weird time-warp heating model was causing it, but no joy. I'll give KJR a try, but I have actually enjoyed having to design my rockets more carefully to avoid structural failures during launch. I've learned a lot about reducing wobble and preventing overstress on certain joints. If I need KJR to do long duration missions though, then it's worth the trade. Has anyone else ever experienced anything like the issue I'm having? Spacecraft inexplicably being destroyed after a long time unattended?
  3. Hey guys, so I'm having trouble sending a probe to Mars in RSS. I'm using Stockalike RF and Kerbalism as my realism mods instead of RO. The problem I'm having is inconsistent, which is driving me even crazier. So if anyone has any ideas, I'd be very grateful. Basically, when I time warp at high rates for a while in tracking or space center, then go back to the probe, half the time it is in pieces. The engineer's report says there were "structural failure or linkage" between several parts, almost always topped by the jumbo fuel tank and its linkages. Any idea what could be causing this? If it's helpful at all, here's my modlist (KSP 1.2.2): CactEye Telescopes Chatterer Colision FX Community Resource Pack Contract Configurator Distant Object Enhancement Docking Port Sounds Engine Lighting EnvironmentalVisualEnhancements (RSSVE) EVA Transfer Ferram Aerospace Research Flight Management for Recoverable Stages & Recovery Control Heat Pumps (RF) Historical Progression Tech Tree Kerbal Alarm Clock Kerbal Engineer Kerbalism Kerbal Launch Failure Kopernicus Launch Countdown Modular Flight Integrator NavBall Texture Changer NavHud Orbital Decay & Solar Cycle System Precise Node QuickSAS & QuickStart Real Fuels & RF Stockalike Real Plume Real Heat Real Solar System Reentry Particle Effects RSS Visual Enhancements Scatterer Smoke Screen Solver Engines TankLock Texture Replacer Trajectories Transfer WindowPlanner Ven's Stock Revamp Module Manager of course
  4. Hi all, So I recently ran into an interesting issue that I've never really payed attention to before. First off, let me state that I am using RSS, but this topic should apply to stock as well, if perhaps to a lesser degree. I was returning a three kerbal capsule from the moon, and accidentally overdid the lunar escape burn. This meant that, while I had a good return trajectory, I'd be coming in retrograde relative to Earth's rotation. I didn't think this really mattered, until my capsule exploded on reentry. This was a capsule I'd returned from the moon multiple times before, and I hadn't modified my install or save game at all, so I was baffled until I realized the possible cause. I did some tests and it seems that reentering retrograde produces much more intense heating (approximately 100-200 degrees more). So here's my question. Is this realistic? I understand that the atmosphere is rotating along with the planet, but I wouldn't have thought it would cause any real differnce in airspeed during reentry. Was I wrong and atmospheric rotation is a much bigger issue than I suspected?
  5. Radiators and Real Fuels

    Good point. I have not yet unlocked RTGs, but I have the science, so I suppose that's what I should spend it on. I was mainly planning for using hydrolox stages to make it easier to develop cislunar space, with an eye to possibly docking several of these stages in LEO for a manned mars mission. Depending on how well cryogenics could store, I was maybe going to use a hydrolox or methalox return stage. Looks like I may need to use hypergolics for that after all though. I am going to try to get Heat Pumps working. Does anyone know if Heat Pump radiators will work for things like ISRU and reactor cooling? How about cooling solar probes? I can't seem to find much detailed documentation on this mod.
  6. Radiators and Real Fuels

    Thank you. With RO, is it possible to build large, hydrolox (or nuke hydrogen) vehicles for long duration, deep space missions? I'm not using RO, but I am using RSS, Real Fuels, Tweakscale, and some others. I am getting tired of having to pack insane amounts of hydrazine based propellants in order to do any significant maneuvers beyond earth orbit. Anybody got any tips or suggestions for building large, interplanetary spacecraft? Particularly, fuel type and engine choices?
  7. Radiators and Real Fuels

    Thank you for this info. Really good to know. I assume you're talking about the stock radiators?
  8. Radiators and Real Fuels

    Really good to know. Have you used the Fuel Pumps mod? Is it just more powerful radiators (i.e. electrically cooled), or do they work in a completely different way? I only ask because I'm trying to work out whether it's worth me getting my career save to work with Heat Pumps. I'm mainly interested in using refuelable hydrolox rockets for cislunar operations. With no radiators, a hydrolox upper stage seems to begin serious boiloff after 24+ hours. I've done a few tests sending unmanned upper stages to lunar free return trajectories, and after about a day, Kerbal Engineer starts showing my delta-v dropping rapidly. I'm curious if anyone knows how the cryogenic fuel system in RF works. Are the tanks pre-chilled ore something? Do planets (Earth) radiate heat at all? I'd like to understand why I can store a tank of hydrolox for a day without much loss, as well as why it rapidly begins to boil off after that. Should I be posting this in the mods forum instead?
  9. Does anyone know if the stock radiators do anything to retard boil-off when using Real Fuels? I know about, and have Heat Pumps, but I am having a little trouble integrating it into my existing career setup. They also require massive amounts of electricity, which makes sense, but is a pain to plan for. Does it make any difference whether a radiator is in the sunlight? For instance, could I put a row of radiators on one side of a cryogenic tank and make sure they are always in the tank's shadow? And finally, does quantity make any difference? If I use eight radiators, will that work better than four? If so, does the effectiveness increase linearly with number of radiators, or does it start to fall off after a point? I'm trying to do my own tests on these questions, but they take a solid amount of KSP time perform, and I figured I'd ask here before devoting too much time to it. Thanks!
  10. Does anybody know where I can download version 1.7 of facetrackNoIR? I can only find v2.00 available for purchase & download. If KerbTrack can use facetrackNoIR v2.00, how should I go about installing it? There are no freetrack client dlls in the facetrackNoIR folder as far as I can tell. Thank you!
  11. Hey all, been playing with Real Solar System (plus mods like KSC Switcher and FMRS) and have recently been doing the SpaceX style first stage boostback with a chute assisted powered landing and man, it's a lot of fun. I've gotten to the point with one particular design where I can land it within visual sight of the KSC fairly regularly, though I haven't managed a landing on the runway or pad yet. One thing I've noticed when recovering vessels in RSS (even with KSCS) is that it says they are over 3,000 km away from KSC, even when I can SEE the VAB on the horizon. Wouldn't over 3,000 km practically put the recovery locus on the next continet? BTW, I'm flying out of Kennedy, but I get similar results flying from Vandenburg. Is there a mod, or a way to modify the mods I have to alight the recovery locus to the currently selected launch site? Or at least to a specified point, like Merritt Island?
  12. Thank you so much! I don't know why I couldn't find this mod. I really appreciate it.
  13. Hey guys, quick question here. BTW, I tried my best to search for an answer, but couldn't seem to find one, so I apologize if it's been asked before. Are there hotkeys for the SAS hold buttons? I especially use the 'hold prograde' throughout a lot of the ascent of my rockets. I'm visually impaired, so it's been a thing where I have to pause the game to give me time to find and click the button, and it's kind of getting old. Might there be a mod that allows me to assign these SAS holds to action-groups? Thanks!
  14. It's a very eccentric orbit, and I'm visually impaired, so I haven't had much luck with the eyeballing method.
  15. Hi guys, I'm doing some sat contracts (in RSS) and need some advice. I'm talking, of course, about launching into the appropriate inclination. I know there have been threads about this topic before, but I did pretty extensive searching and couldn't find what I was looking for, so here goes. Since I'm using RSS, I'm launching from Cape Canaveral AFS in Florida, which is at 28.6 degrees. The orbit I'm going for is a tundra orbit 71,000x460km, inclined at 110 degrees. The orbit appears to cross the equator about half way between Ap and Pe. I've noticed though, that the ascending/descending nodes slide around and change value as I time warp on the pad. As a full day passes on the pad, the nodes swing back and forth along the target orbit (~45 degrees), and vary between 88 and 145 degrees. I looked up a launch azimuth calculator and it gave me ~202.9 as a heading, which sounds right to me. I rotated the rocket in the VAB 115 degrees so I'd only have to do a little yaw correction achieve the proper heading. Does all this sound right? I assumed it would make sense to launch when the nodes read 110/-110, but when I tried it, I was off by more than 15 degrees. I then tried launching when they read 138/-138 (110+28.6), but I was off by 40 degrees. So does anyone know when I should actually launch? Am I not taking travel distance during launch into account? How should I calculate this?