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mateusviccari

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  1. That was it, got it working. I also had to install two additional libraries: lib32-gtk2 and libxcrypt-compat Also I had to delete the file libfreetype.so.6 from /usr/local/MATLAB/v912/bin/glnxa64/ because of an error while starting some MATLAB components (I googled it and found the solution on a reddit post). Thanks guys. Now I just have to learn how to use the tool. I'll check out the kerbin > duna tutorial later and I'll try to apply it to RSS. Are there more advanced tutorials for the good stuff, like multiple flybys?
  2. Does anybody know a good mod for huge engines? And I mean huge like in sea dragon huge, or bigger. I'm playing RSS with stock parts and smurff and even so I still have to make colossal ships, and my CPU doesn't really like clusters of 40 mainsails
  3. I am trying to run this on linux (manjaro) and I'm getting an error: error while loading shared libraries: libmwlaunchermain.so: cannot open shared object file: No such file or directory I changed the default MATLAB directory to /usr/local/MATLAB/R2022a/ so now I have bin, appdata, runtime, etc inside /usr/local/MATLAB/R2022a/v912/. Is this correct?
  4. Oh that was it, I always launch my rockets with a sideways camera, I tried looking from the bottom now and experienced the smooth transition I was expecting. Is it possible to disable the cone muffling effect and keep the atmosphere > vacuum muffling on? I never watch my launches looking towards the rocket's bottom, I am a man of respect after all
  5. I took a look at the config file and it seems you should add the config for custom parts before the line where it says "All other generic ModuleScienceExperiments get caught here" almost at the end of the file. So it runs before the generic science parts patch.
  6. I have a question about rocket sound muffling. For me, the sound starts muffling at about 7 km and is almost silent at 11 km, but always at approximately 50km the sound is back again (but muffled) with a kind of sonic boom sound effect. Is this the expected behavior? Does this have anything to do with me playing in RSS?
  7. Great mod. I noticed some (maybe) unexpected behavior related to the delayBeforeAbort. It doesn't really abort when we change situation. I tried to start a pressure scan while in high atmosphere (60km) going towards space. 15 seconds after I reached the 70 km mark, the experiment didn't automatically reset. Same thing when going from space low to space high. The only time I noticed an automatic reset, was when running a Magnetometer Boom while in space 70(ish) km and entering the atmosphere, where the experiment was abruptly interrupted. Another thing I noticed is that we should always have the vessel loaded when the countdown timer ends. If it does while we are e.g. in the tracking station, the science dialog doesn't pop up, and when loading the vessel we do not have a "view stored data" option, the only thing we can do is resetting the experiment and running it again. Other than that, everything worked as expected. This is a great mod for users who do not want to install kerbalism. I have a suggestion to make, more or less in line with one of the points @kfsone made. If there is a way to manipulate the science generated upon running the experiment, we could have the option to instead of resetting the experiment, to actually completing it, but with the science gained being proportional to the time spent running. E.g. when activating an experiment which takes 30 minutes to complete, while in low orbit, and after 5 minutes running we exit to high orbit, we would gain the "experiment X while in low orbit of body Y" which would normally give 100 science points, now will give 100 * 5 / 30 = 16. That would give us a reason to build an orbiter instead of just flybies to get science from other bodies. That, of course, assuming we can manipulate the output of the science completion dialog.
  8. Are all engines from this mod supposed to be under "very heavy rocketry" tech level?
  9. It is liquidEngineMainsail_v2 indeed because it has been updated by squad a while ago, I think the older version was liquidEngine1-2, but if you look a little below ou can see it is also being patched. They patched both versions for compatibility reasons. So, it should work. Are you sure you got the last version of the mod into your GameData?
  10. This is really odd. Which mods are you using?
  11. Use RealChutes mod to play RSS. But anyway, if you have a heavy lander, there's no way to decelerate only with atmosphere, since Mars' atmosphere is only 1% of Earth's, so the solution is, add more fuel and start retro burning when you reach a safe distance to open the parachutes, then descent using parachutes only until you reach the point of landing burn. You can calculate transfer windows with the mod transfer window planner, works fine with RSS.
  12. Good thing you managed it. That is a very strange approach though, I don't think IRL we would deploy chutes that high up in the atmosphere. I tried it today with a lander of about 20 tons, only two drogue chutes, periapsis of 60km and using the 10m inflatable heat shield to help with initial drag. At ~15Km with a speed of ~1600m/s, the heat shield was ejected and a retrograde burn of ~500m/s was performed to get to a safe drogue deploy altitude. Engine was cutoff as soon as the drogues where activated. Full drogue deploy occurred at an altitude of 2500m. Main engine ignited at an altitude of 500m to prepare for the final landing. The drogue chutes where auto cut-off at 100m above the ground, where the final landing was completed solely with the main engine. Fuel remaining was enough to get back to a 250km orbit and dock to the mother-ship with a safe spare margin. There might be more efficient ways, but realistically speaking, I think it's a pretty standard descent approach.
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