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About Pehvbot

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    Bottle Rocketeer
  1. A tiny bit off topic but I've been messing around with using RP-0 without Realism Overhaul, something I've been calling Less Real Than Real(ism). It uses RSS with upsized and slightly adjusted stock parts, a subset of game play mods (Kerbal Construction Time, Kerbalism, etc) and a suitably hacked contract and tech tree. While still basically a prototype, it seems to work pretty well. Progression matches the real world fairly well and I've been able to get it to model US, Soviet, and proposed/imagined missions in a 'less real' but still real-ish way. This is definitely a light weight mod (by Realism/RP-0 standards anyway) with a much more 'Kerbal' feel; stock fuels, fewer parts, no procedural parts, etc. I'm thinking of making it a real mod. It's a big project to make it ready for prime time so I guess I'm just trying to gauge interest. I would also want to get the blessing from the RP-0 devs since I would be stealing (with attribution of course!) a big chunk of their work. So do you guys think there would be interest in something like this?
  2. I don't know about the other parts, but there's a bug in the cfg file for the LV-909. It has two lines of rescaleFactor = 1.0 which, as far as I can tell, cause it to not resize correctly. I was using a custom script rather than tweakscale so it may not be the same issue you are having, but try removing the extra line and see what happens.
  3. Your RO sounding rockets work better than mine
  4. I wanted to play career in RSS but didn't want to go full Realism (I like Kerbal parts and don't want to mess with fuel types, ullage, restarts, etc. I also wanted to use 1.4.x). I installed the ROMini.cfg patch to rescale and real-size the Kerbal parts. It seems to work well, mostly. Some of the Making History parts are glitchy but nothing you can't work around. The thing I was wondering is this: Does anyone know if there's an in game reason to have fuel tanks nearly double their fuel-to-mass ratio compared to similar real world tanks? A script modified LT-45 engine for example is a very close analog for an early Merlin 1 (very similar thrust and ISP), but it needs half the fuel mass to get the same burn time, thus giving it a huge boost in dV. It means you can get away with much lighter (and shorter!) rockets. Before I start messing around with the cfg file to get more realistic(ish) numbers I figured I would ask in case I'm missing some important point or my math is just crap and I'm wrong about the fuel/mass thing.
  5. No Contract - Hard Mode. Stock + KER and Alarm Clock. I just stumbled onto this post. I didn't even know the challenge was going on. I always liked playing low tech/restricted games and while waiting for Making History I decided to see how far I could get with no contracts in hard mode, or to see if it was even possible. It turns out it is. And once you can unlock Science Labs you can generate basically infinite amounts of money (all be it very slowly) so at that point the game is 'won'. The game went something like: LT series: Launch tests for science and the early distance and altitude records. Long Jump series: First suborbital launches, enough science for Science Jr. Phaeton series: First orbiter, first rendezvous, first Munar flyby. Phaeton II series: First Munar orbit, first Minmus flyby. Enough science for OCTO probe. Sunstrider probe: First solar orbit, communication lost no science. Mjolnir probe series: Soft crasher Mun and (later) Minmus probes. Mun probe damaged, no science. Minmus probe successful. UPGRADED TRACKING STATION Wanderer series: 'Dead stick' planetary flybys (no comms). Moho flyby (failed, total loss of mission), Eve flyby, Duna+Ike flybys (luck!), Jool flyby. Phaeton/KerLab: Phaeton II with docking port docks with KerLab module (modified Phaeton with probe core). First dock, first transfer, first station. Sent to Mun for firsts. Finally sent to Minmus for firsts. UPGRADED ASTRONAUT COMPLEX Phaeton/KerLab cont: EVAs in low Minmus orbit, returned to Kerbin. SCIENCE! UPGRADE LAUNCH PAD Monitor: Kerbin EVAs, Mun EVAs, Mun landing, walk, flag, and return. More SCIENCE! Phaeton III: Duna orbit, EVAs, return. Screwed up, should have added a 'lab' capsule for docking, transfer, station rewards. BEGAN LEADERSHIP INITIATIVE at 25% Discover: Jeb's one way trip to the Jool system in an uprated Phaeton plus docked 'KerLab' capsule. Orbit, dock, station, EVA + flybys of all the moons. I left him in low Jool orbit and was planning on mounting a rescue mission later. UPGRADE MISSION CONTROL (part way through the Discover mission making moon flyby planning possible). Phaeton III/EveLab: Eve orbit and return, EVA, docking/station/transfer, Gilly flyby. EveLab capsule configured as a probe dead stick lander with landing successful. UPGRADE R&D! (this is the game winner) MinStation/MEM: Science lab with Minmus excursion module plus extra fuel. Landing, walk, flags. Enough fuel for all biomes. Bob does science! That's basically where I stopped. I've cleared the Level 2 tech tree and am banking science for sale. I thought Jeb was in a safe orbit but he got kicked out of the Jool system during the other missions. Fortunately it was into a basically circular solar orbit so rescue actually got easier. I'm still limited to 30 part rockets and have only 200,000 left for future missions so it will need to wait. I would probably mount a cheap Duna landing and return and send some probes to the unvisited planets to get enough cash to upgrade the VAB. Torn about upgrading the Admin building. I want to start selling science but Leadership is a great bonus and very costly to enact. I don't want to give it up. I still have Jool moon orbits and landing, plus the other planets. Still lots of firsts to gather up. It may be cheaper to upgrade in order to sell the science. Lessons I learned: The docking/space station rewards are easily the best in terms of cost/benefit. Never unlock parts you absolutely don't need. I lost a bunch due to unlocking things I didn't REALLY need. The 30 part limit is a lot less limiting than I thought it would be. Lack of mission planning probably cost me around +20% delta-v for planetary missions. Don't do 'iffy' missions. I nearly went broke when my Moho mission failed. If the followup Eve mission failed, I would have been done (No Sell-Out was my only rule). If you are willing to leave your poor Kerbal in orbit, Jool is hugely valuable. Thuds suddenly became useful. I've literally never used them before but I found them very handy for adding a little oomph without too many parts.
  6. You are still using the old command pod. It's still in the game, just hidden and used so older builds don't break.