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MacLuky

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Everything posted by MacLuky

  1. @Carnasa's videos have been a great help. I had to slow some down to 1/8th to dissect his build process. Manned flight has been delayed in favor of moon impacters (I need the cash) To the Moon! for Science, all of mankind, and boatloads of money Running low on cash I picked up another moon contract, and delaying the manned flights we try to keep our astronauts happy with another flight.
  2. I fixed the Mir stuff a long time ago, but was unable to release it due to the license. If you have Bobcats permission you could pull in the patches. (though I may need to go through them again...)
  3. 1960 I lost a lot of time figuring things out. Catching up though. Already running sims on Mercury capsule, though I need at least another year of research to unlock it.
  4. Part III: Product Line Launchers After the discovery of balloon tanks we came up with Aries-0C, less than half the weight and 30% more payload. Expected to lift 300-350kg to orbit under 60t. Hurray!
  5. Round 2: Orbital After reaching orbit the next objective is a reliable launcher. Which means controlled delivery of a payload in orbit.
  6. Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
  7. Hi, running 2.0.1.6 on 1.8.1 with RSS/RO and getting ghost ships. Haven't confirmed that KSTS is the culprit, but will investigate
  8. Looks neat! can we also get a mac version or is this Windows only?
  9. Hmm, Kerbalism does not like it when my people take their helmet off on the runway. Perhaps I did something wrong installing?
  10. I love this mod. Recently started playing RSS/RO/RP1 but my people can't live on their home planet without their helmet due to lack of oxygen. That can't be right ;-)
  11. This looks nice! RP-1 uses the materials bay as a photocam, perhaps I can write a patch that uses this model
  12. Ah thanks! yes that was it. It means I should either write more condensed or write a "compiler" that simplifies the script
  13. I am having some problems with COPYPATH. Is there a way to debug this? SET startupScript TO SHIP:NAME + ".ks". SET remoteCopy TO "0:/" + startupScript. SET localCopy TO "1:/" + startupScript. COPYPATH (remoteCopy, localCopy). RUNPATH (localCopy). As you can see I have a file "Hammer-D0-06.ks" on volume 0 that i want to copy to volume 1. The command does not result in an error, but no file gets copied. I've also checked the logfile and can't find a clue. Any idea? I am on KOS 1.2.1.0
  14. Oh yes, that works! Bummer that I lost the delta-v stuff, but I'll see if I can port that through kerboscript. Thank you so much for the detailed instructions!
  15. Hi. can i find the old docs somewhere? i am on ro/rss and using an older version of kos, lacking deltav info i discovered
  16. Kind of quiet here, but this is the script: If you run it in GameData/RealismOverhaul/Engine_Configs it creates two files: engines.csv and engines-testflight.csv it also spits out some warnings if files do not contain the fields it expects. The resulting file allows you to filter in any spreadsheet on: TITLE, ENGINE_TYPE, ENGINE_CONFIG, ENGINE_FUELS, ENGINE_ISP_VAC, ENGINE_ISP_ASL, THROTTLE%, ENGINE_IGNITIONS, MASS, ENGINE_PRESSURE_FED, ENGINE_ULLAGE, RATED_BURNTIME If the engine does not have a testflight configuration, you can still find it in the engines.csv but it will lack a burntime. It can look as pretty as this: https://smallpdf.com/shared#st=c1f5a3de-f077-4a62-b087-9677ceb0b56a&fn=engines-testflight.pdf&ct=1611778145966&tl=share-document&rf=link Enjoy, and it might be cool to integrate it as a github hook so that it auto updates the documentation on the wiki. Known bugs: I had a hard time matching // \/\/* did not work and I don't know why. I am grabbing the first backslash and that is mostly okay.
  17. So there is like; a lot of engines... did anyone make a table of them? i found an old one on redit, but it is outdated. I am thinking about writing a script that creates a csv with useful info, but since I am late to the game: did anyone already do that?
  18. Update, after a night sleep, it decided to work anyway.
  19. It's a WAC Corporal and the first stage is just a solid booster, it even happens when you detach from the launch clamp. I can create a log and craft file + an install script, but it might be something else. For the fist few sounding rockets its not that important, but I want later rockets to run a bit more sophisticated programs.
  20. Small question: my lock throttle is lost after a stage. PRINT "=========================================". PRINT " STRATOS B7". PRINT "=========================================". PRINT "Waiting for ship to unpack.". WAIT UNTIL ship:unpacked. PRINT "Ship is now unpacked.". PRINT "Locking throttle". SET throt TO 1.0. LOCK throttle TO throt. //set ship:control:pilotmainthrottle to 1. PRINT "Starting countdown:". FROM {local countdown is 5.} UNTIL countdown = 0 STEP {SET countdown to countdown - 1.} DO { PRINT "..." + countdown. WAIT 1. // pauses the script here for 1 second. } // Go PRINT "Igniting booster". STAGE. WAIT 2.9. PRINT "Igniting rocket". STAGE. WAIT 80. PRINT "Decoupling payload". STAGE. I had LOCK throttle TO 1 before made no difference. Throttle goes up but as soon as the booster gets ignited the throttle goes down. I maintain radio connection with the rocket and can use the terminal. It runs the rest of the program, but even if i repeat the statement its not pushing up the slider. Running kOS 1:1.2.1.0 installed through CKAN on a 1.8.1 RSS/RO/RP-1 install. Update: adding SET ship:control:pilotmainthrottle to 1. did not resolve the issue.
  21. Something is fishy in my install, I get the contracts completed but I am not getting any science points. According to the tutorials I should have a couple of points after reaching the Karman line. The cfg file for the contract says no... perhaps its not all up to date?
  22. Gameplay question, though I might be in the wrong topic for play tips here: my first sounding rocket had a thermometer but I cant transmit the science due to "no hard drive space available" am I missing something? I have a link now and a science core in the procedural thingy. I followed the wiki for the first rocket but am not getting any science from my fruits of labor ;-)
  23. I noticed that my RSS/RO game (1.8.1) is using 2.14 as defined by CKAN. Can/should I update this?
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