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winged

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Everything posted by winged

  1. No, it didn't and it has nothing to do with n-body physics. You have just switched to a different frame of reference. Your velocity is now being displayed relative to Kerbin (previously it was being displayed relatively to the Mun).
  2. I wonder if the game will really allow for the creation of such complex colonies as in the screenshot below. I mean there are thousands of parts here...
  3. Is Orlando Airport still available for download somewhere? I've found a link but download was removed: https://www.dropbox.com/s/s4dm6tj75snxhf4/BaconAerospace.rar?dl=0 Because it is not set up as a runway. You have either spawn a marker on it and call it a runway or just spawn your aircraft on a stock runway and move it using Vessel Mover. I use it rather succesfully in 1.2.2 for last two years. Recently I've even added Baikonur from Kosmodrome mod.
  4. Yes, but I just noticed that in newer AJE versions FHV was increased from 36 mln to 45 mln which is supposed to increase efficiency so I will apply that.
  5. @blowfish I would like to ask you about one thing. Isn't the specific impulse for RAPIER engine a bit too low at static conditions, just before takeoff? I am asking about 100% throttle with afterburner. For a comparison most of turbojets and turbofans have something like 2000-2500 ISP with full afterburner on. At higher altitudes and speeds it is ok, comparable with other engines but i feel like I am loosing waay too much fuel just for takeoff and climbing. Another thing - specific energy for methane is a bit higher than for a regular jet fuel, shouldn't this be reflected in specific impulse? EDIT: just noticed that this was fixed on github 2 years ago https://github.com/KSP-RO/AJE/commit/e60ce68dcb9c11f0d89d79a7b543f6e33c20f071#diff-7712b54154072776670435a729c7f4ea so I will just apply new settings to my installation.
  6. Near Future Propulsion is the only supported mod I've heard of. 1. Launching vertically and landing on the parachute (like I do with DynaSoar in RP-0) 2. Using KSP 1.0.5 for horizontal takeoff and landing.
  7. Thank you. Everything works fine now. I've made 200 day spiral burn within just 20 minutes.
  8. @MarkusA380 hey could you tell me how to keep prograde orientation during time warp? I need that to do spiral burn with my realistically powered Ion tug. I have reaction wheel installed but it doesn't work during time warp. KSP version 1.2.2
  9. Absolutely no. Single rocket requires maybe 3h to recreate and test so 50 rockets = 150h within 3 years = 50h per year or 8 minutes per day.
  10. With RO suite of mods you can launch even 0,25 kg payload to orbit.
  11. Yep. This is why it took me 3-4 years of playing RO to build all of them.
  12. 1. Use as modern stuff as possible 2. Make your probe as light as possible. For instance cubesats from AIES can be scaled down to about 0,25 kg. 3. Use Procedural Avionics to create as light as possible guidance unit. Do not attach it to the last stage - use spin stabillisation instead. 4. Use solid fuel. Procedural SRBs can be easily miniaturized so you can create very small upper stages. 5. Use supersonic or hypersonic plane as a first stage. Staging at Mach 2.0 will save about 30-40% of LV weight, staging at Mach 6 - about 60%. Here is an example. 775 kg launcher (orange rocket) - 15 kg payload. Just about the size of a sounding rocket and with a 0,25 kg payload it could be 2-3x lighter. But if you're limited by early tech... that's a full different story. I remember that my first orbital capable launcher was just a replica of Vanguard: 10t vehicle - 3 stages: X-405, AJ-10, solid upper stage.
  13. @Starwaster https://github.com/KSP-RO/RealISRU/blob/master/GameData/RealISRU/Parts/HexAssembly/sabatier.cfg Currently Sabatier unit produces not only methane and water but also incredible amount of electrical power: 300 kilowatts. With that powerful device you don't need any nuclear reactors or solar panels for your fuel production facility because sabatier unit does all of that for you. Is sabatier reactor really supposed to generate any electricity? According to wikipedia it rather require energy to work: EDIT: nevermind, I saw you already removed that electricity production in your github branch.
  14. I know what they're supposed for, I was only trying to list the applications for NTR assuming that they're available here and know without any additional problems related to them. It turned out that there aren't many applications because everything what can be done with current NASA budget is doable with chemical propulsion. Crewed Mars expeditions are probably beyond budget and political will and having nuclear engines available right now wouldn't change that. In other words what's the point of developing NTR if we wouldn't go to Mars anyway.
  15. Exactly, our missions aren't ambitious enough to justify the development cost for nuclear engine. Even if NTR engines were available here and now without any complications such as radiation, I still don't see them to be used for what we do today: launching probes to nearest planets, asteroids and crewed LEO expeditions. The only application that I am able to find is to transfer small probes (3-6 metric tons) directly to Jupiter and Saturn without relying on gravity assists. That would require creating a small Centaur-like nuclear upper stage for Atlas rockets. But you can get around that simply by using larger rockets - SLS for instance is supposed to launch Europa Clipper directly towards the destination. Oh and we launch probes to outer planets only once per 10 years or so - it's hard to imagine developing such hardware just to be used once per decade.
  16. @kurgut I guess there is Mun Arch located somewhere on the real Moon, do you have a screenshot with anomalies map for the Moon?
  17. Engines and trusses are from Constellation Essentials. Tanks are procedural.
  18. Do you mean this below: @PART[expendLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = extender isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[godLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = desple isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[godLandingLeg2] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = desple isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[legstrotLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = bajar isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } } @PART[plommsLandingLeg] { !MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = abrir isOneShot = False startEventGUIName = Extend Landing Strut endEventGUIName = Retract Landing Strut actionGUIName = Toggle Landing Strut allowManualControl = True allowAnimationWhileShielded = False } }
  19. Page 7 actually: https://drive.google.com/file/d/0B_tPtjHrVkkmY09MMFF4RF84WFE/view
  20. @Tristonwilson12 hey what happened with real KSC VAB which was a part of this mod 3 years ago? would it be possible to add it again?
  21. 50 or so launch vehicles built in RO over the last 4 years: https://imgur.com/a/ZIf1j
  22. Parts marked red were responsible for my missing parachute: https://i.imgur.com/zSaPUZJ.jpg I've deleted all the others and saved another 60 MB! Thanks!
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