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Sir_Fanch

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Everything posted by Sir_Fanch

  1. The RO config enlarges it, I'm fairly sure this is what @Ravenchant meant when he said he modelled it after the chang 5 one. Personally I think it'd be better at the corona size/weight but that's partly because my capsules look no where near as well put together as this one . I figure given it's your/you guys' mod I'd leave the balancing decisions to you. I could be wrong but I think some other values would need to be re-balanced for the change in size/weight (maybe thermals, RCS power, fuel storage etc) and unfortunately I'm just not savvy enough to fumble my way through those changes .
  2. @Ravenchant Looks great man! Thanks very much to both you guys. For the capsule 600kg seems reasonable, given I can make a Corona style one from the RO parts for about 200kg and this one has a cargo hold. Though it does appear to be missing avionics, which I think is a pretty easy thing to add, for RP-0 probably just needs to be able to control its weight plus maybe 200 - 300kg for added parts (experiments, de-orbit engines, batteries etc). As for pricing and tech tree placement there is an RP-0 item called the "Early Controllable Core" which I believe is supposed to function as a return capsule core (Corona style), so copying the placement for that or placing it a little further along would probably be fine. Your pricing is pretty much perfect (in line with other RP-0 return capsules) so that's a plus. I've been searching high and low for the RO/RP-0 RCS configs to try and get upgrade-able thrusters on this with different propellants (cold gas, catalysed monoprop, bi-prop) but I can't find it anywhere and without knowing how it's done I wouldn't have a clue how to replicate it for this but I feel it would make it a bit more of a flexible career choice as the thrusters will get better over time. The only other thing I can think of is it might be a bit big for RP-0, on the right is the included RO/RP-0 corona style probe core with a heat shield attached, left of that is RN's stardust return capsule (and chute), and on the far left is RN's Salyut 5 Almaz return capsule (and chute), as you can see it's kinda large comparably. It's not a huge deal, but I feel like it being a little smaller would be ok, especially given most of the RP-0 experiments are quite small. That's just my two cents though, do with it what you will . I'll keep rooting around for the RCS configs and if I get them working I'll try and post them .
  3. @Ravenchant How goes the RO/RP-0 compatibility work? Can't wait to have this working for that . Let me know if you need any help with figuring out values or anything for balancing. I'm not smart enough to really help but if you need a second opinion I'd be happy to help anyway I can .
  4. @CobaltWolf Fair enough, I can't imagine it being too hard what I said plus avionics for RP-0 and maybe some changing of stats (mass etc), it's unfortunately out of my ballpark otherwise I'd try and help. Great mod anyway man, love the idea .
  5. This is awesome, I've always wanted a mod like this . Sorry if I'm being a pain, but, is there any chance this would work with the RO/RP-0 suite? I can't imagine there would be much needed aside from the parachute being RealChute-able and the RCS needing to use RF resources (HTP, Hydrazine etc). I don't know though my knowledge is severely lacking in the area . Sample return capsules are so important for RSS/RO RP-0, and mine never end up looking anywhere near as neat and nice as this one haha, sorry if RO/RP-0 isn't really your ballpark and you'd rather not, don't mean to be a nag just curious. Keep up the great work
  6. Spectacular work as per usual , looks awesome, RSS/RO is not the same without your great work.
  7. Woohoo! Thanks @NathanKell wasn't expecting this for a little while longer , and more RN engine support, awesome! Keep up the great work
  8. TIL Uranus has some wacky axial tilt going on, cool haha thanks for that . Yeh I should probably use "reference frame" or some similar term when I'm talking about stuff like this . I used to think the Kerbol system was cool, the more I learn about our solar system, the more awesome it becomes, didn't even know Pluto and Charon were a binary system until I installed RSS . Which is part of the reason this mod excites me so haha, thanks for the help @Phineas Freak appreciate it man
  9. Yep , apologies if I used the incorrect terminologies, I never was a stickler for jargon . We may not be able to tilt the axis of rotation relative to the orbit, but we can tilt the orbit relative to the axis of rotation I think, is that correct? ie, making the planets highly inclined around the sun? Or am I missing something there? I understand if that doesn't make sense haha, my knowledge is limited, so i could be talking about things completely wrong. Edit: wording
  10. @leudaimon I generally just set the root part to something either attached to vanguard or the decoupler directly below it, this way you still get the deltaV readings correct. Although that CoL issue is not one I've heard of. Sorry I couldn't be of any help man, that does sound pretty wrong though, I didn't have any huge issues aside from the mechjeb windows with those mods, good luck though
  11. Are you using Mechjeb for your deltaV readouts? I had a similar problem with my mechjeb suddenly deactivating and deltaV's getting messed up with some of the RN probes. I solved it by deactivating the mechjeb modules on the probe (in the editor via right click, not in the cfg), this worked for me. Sorry if this doesn't help you, I'm not particularly skilled in the area, just thought if there was a small chance I should post :P. As a backup re-rooting to a part that isn't the vanguard (or any other probe with the problem) also solved it for me. Hope this helps! . I have a list of MassCon errors in a notepad somewhere, but they're in 1.1.2 and RSS, are these still helpful to you Whitecat? If so I'll post them (there's a few). Keep up the great work mate
  12. How's this going? Would love to be able to give this mod a shot, but find it difficult to play KSP without RP-0/RO nowadays :P.
  13. Sorry to repost an issue that's already been discussed but I wasn't sure on the final answer to it. Is it the mod developers intention to leave the ecliptic in correct inclination? Or return it to the highly inclined RSS version to account for the lack of axial tilt? This mod is amazing and definitely one I'd love to explore, but the changing of the ecliptic's inclination makes moon launches a struggle from pretty much all the launch sites. I never thought I'd miss axial tilt quite so much :P. Also is this something that can be changed? I understand it might not be possible, my coding knowledge is severely lacking, but it would be nice to be able to visit some of the places you've worked hard to implement. Keep up the great work :), this mod looks awesome, and I'd love to include it in my regular RSS install.
  14. Hey there :), fantastic mod, great job with keeping it alive for us. I'm having an issue with the 1.1.2 build (last released one before your 1.1.3 update i believe) using RSS/RO as well, I can provide further information but I just thought I'd ask if this is the place to post that kind of thing or not, don't want to clutter up your thread unnecessarily. Keep up the great work.
  15. I can't recall the exact steps it was (it was several complicated rockets ago :P), but if you check out the recent RVE posts there have been people posting the guide like crazy to combat all the people asking how to get it working :P. IIRC it involved the linux version of RVE and maybe older versions of EVE and scatterer, not quite 100% on that, but something was linux :P. The last page or two of the RVE forum should have a repost for you, were I little more familiar with this site I'd link it for you, but I can't quite figure that out :P. RVE was a big reason I decided to try RSS in the first place haha, gotta get that working. Edit: Holy crap I didn't actually realise you made the historic missions pack too lol, something else to thank you for :P, the depth of that pack is ridiculous haha, well done sir. Also thanks for the compliment on my shot, first screenshot I've shown anyone haha.
  16. Thanks very much for the info, will do. Sorry about that, knew it would be something else. I'm useless at deciphering logs, thanks a lot. Keep up the good work again
  17. Log: https://www.dropbox.com/s/hh9liffoqvoft5m/output_log.txt?dl=0 Hi there, I'm running an RSS/RO RP-0 install, so quite a few mods, and im currently experiencing log spam from DoE I assume. It's getting spammed with this (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) FileNotFoundException: Could not load file or assembly 'DistantObject, Version=1.5.4.21166, Culture=neutral, PublicKeyToken=null' or one of its dependencies. I've tried reinstalling because I saw the "FileNotFound" But that didn't seem to help. Thought it might be because I'm using RSS expanded and RSS DoE configs, but removal of expanded, and playing around with the configs didn't have any effect. Sorry if this is a time waster, I feel like there's a really stupid thing I'm not doing or something :P, or maybe this is caused by another mod if so sorry for wasting you time. Great mod, definitely an essential for me :), keep up the good work.
  18. Thanks so much for the prompt reply, and that's great news I had hoped it would be something like that, means all my other things should behave pretty well, which is all we can really ask for. I figured Vanguard-1 probably wasn't the best to use as a comparison, given it's low weight. I don't mind the probes not staying up for as long as they are meant to, they were fairly non-functional aside from maybe for communications, doing it more for the challenge, and the fun of it, and this mod is definitely one that made me giddy when I found it. The passive station keeping is awesome too, thanks again for the reply, and again please continue your great work :D. Beauty shot for your troubles
  19. Hey there, sorry to interrupt what I'm sure will be another dash to get the mod ready for another update, but I'm not sure if I might be experiencing a problem or not, and if not I'd be curious to know if this is an inaccuracy in the mod's calculations or perhaps a conflict somewhere. I'm playing an RSS/RO RP-0 career, and following Historic missions pack to do the real launches, I launched Vanguard-1 (still in orbit today) and Vanguard-2 (also still in orbit), I used replica's of the real launchers and real satellites, and launched them into as close as I could get to the real life orbital parameters, they both displayed negligible decay rates and >1000 years lifespans. However Vanguard-1 lasted about 2 years in orbit, and Vanguard-2 is about to decay (after about 2.5 years in orbit). This is obviously significantly out of line with real life, and my decay rate in the settings was already set to half just in case. Curiously though some other satellites have performed almost exactly to their real life specs (Explorer-6 for example is about to decay out of orbit after about 2 years). I wondered if maybe the mod took into account surface area and mass, but perhaps not drag coefficient? Or would a spherical satellite not have too different of a decay rate to a more blunt satellite? Any help would be greatly appreciated :). Please keep up the good work, love the mod. Summary: Some satellites not lasting anywhere near as long as they should in real life, others decaying at almost exactly the right time. Keep up the fantastic work! >Also just noticed that the upper stage SRM for Vanguard-1 is still in orbit, yet the satellite is not, interesting.
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