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Everything posted by Flibble
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Flibble replied to Theysen's topic in KSP1 Mod Releases
It should be in the part menu.- 2,179 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Flibble replied to Theysen's topic in KSP1 Mod Releases
Did you add fuel storage? Tanks come configured with no fuel storage by default, you need to open the tank gui and add fuels.- 2,179 replies
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Which version of the textures are you using? I can't see anything there in the biome map - it's South of Bermuda, but even Bermuda shouldn't have mountain biome.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Flibble replied to Thomas P.'s topic in KSP1 Mod Releases
This is an issue with RSS 18 (it also affects 1.8.1). If you grab the latest textures from github then they are fixed. -
Today I got all my RO/RP-1 mods running on 1.8.1 successfully. First launch of a new career:
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Just as a FYI RO does work with 1.8.1. See RaiderNick's post here:
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RSSVE works in 1.8.1 with latest scatterer and EVE. You can download it here: https://github.com/KSP-RO/RSSVE Also I would suggest RSS v18 plus the latest texture pack for 1.8.1.
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No RSSVE download link?
Flibble replied to Tristan21463's topic in KSP1 Technical Support (PC, modded installs)
There's a continuation here: https://github.com/KSP-RO/RSSVE The version for 1.7.3 works on a 1.8.1 build. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Flibble replied to Thomas P.'s topic in KSP1 Mod Releases
This is exactly the reason that I don't do more modding and I expect I'm not the only one. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Flibble replied to Thomas P.'s topic in KSP1 Mod Releases
If you want to help constructively, fork the repo and start producing pull requests. -
RP-1 Realistic Progression One for KSP 1.12.3
Flibble replied to pap1723's topic in KSP1 Mod Releases
I think this is an issue in ReStock - I noticed multiple drag cubes getting added while trying to fix ReStock / RP-1 1.8 compatibility. I am preparing a PR for ReStock which should fix this issue. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Flibble replied to Theysen's topic in KSP1 Mod Releases
All antennas should relay with RA. Do your probe and GEO relay have enough power to connect to each other? Also if you're using dishes they need to be aimed I think.- 2,179 replies
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[RO/RSS/RP-1] First lunar landing. We're calling this one a qualified success... The ship was launched using a direct ascent trajectory, then approached the surface of the Moon directly. The braking burn went smoothly, dropping speed from 2.5km/s to just 40m/s at and altitude of around 7km. Slightly early but within acceptable limits. With the braking stage detached, the lander nears the surface. And a soft landing is achieved. Note for next time, improve the landing legs. Still everything survived, yielding a decent haul of surface science.
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OMLs? All lifting something up to the edge of space gets you is something that about to fall back down. You still need to build up orbital velocity, which is what the majority of the fuel a rocket carries does. If you can't track the object, then as soon as it lights its engine to insert it will fall back down. That makes your earlier idea about TWR being irrelevant untrue - you're going to need enough TWR to offset gravity and also start accelerating the ship. Existing LVs can get away with low TWR upper stages because they already have enough orbital velocity to partially offset gravity.
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Launching to an inclined orbit
Flibble replied to RizzoTheRat's topic in KSP1 Gameplay Questions and Tutorials
This is my kOS code for launch azimuth, given an arbitrary inclination (that is greater than or equal to the launch site latitude): // Pe and AP in km. local targetPe is Pe * 1000 + Ship:Body:Radius. local a is (Pe + Ap) * 500 + Ship:Body:Radius. local sinInertialAz is max(-1, min(cos(targetInclination)/cos(Ship:Latitude),1)). local vOrbit is sqrt(2 * Ship:Body:Mu / targetPe - Ship:Body:Mu / a). local vEqRot is 2 * Constant:pi * Ship:Body:Radius / Ship:Body:RotationPeriod. set launchAzimuth to mod(arctan2(vOrbit * sinInertialAz - vEqRot * cos(Ship:Latitude), vOrbit * sqrt(1 - sinInertialAz^2)) + 360, 360). Seems to work fine - I've used it to launch into a variety of orbits in RSS. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Flibble replied to Theysen's topic in KSP1 Mod Releases
1.7.3- 2,179 replies
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How do YOU launch?
Flibble replied to michaelbezos1's topic in KSP1 Gameplay Questions and Tutorials
You are correct, there is plenty of evidence on this forum that full throttle launches are the most efficient. If you're having to ease off, pitch over more (subject to not burning up). -
RP-1 career. Go big or go home. Current 1.7.3 play through has me not even in orbit yet.
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No RSSVE download link?
Flibble replied to Tristan21463's topic in KSP1 Technical Support (PC, modded installs)
You can grab the last release of RSSVE from my github (it's a fork of the original): https://github.com/RCrockford/RSSVE/releases -
Procedural parts bugged
Flibble replied to GeneralToast's topic in KSP1 Technical Support (PC, modded installs)
Do you have latest Proc Parts from here: https://github.com/KSP-RO/ProceduralParts/releases ? -
[RO/RSS 1.6.1] A beautiful sunset launch. Followed by engine failure. Final apogee was 14,500 km, somewhat short of the Lunar intercept it was meant to achieve.
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For Questions That Don't Merit Their Own Thread
Flibble replied to Skyler4856's topic in Science & Spaceflight
My starter will only fire with the clutch in. -
For Questions That Don't Merit Their Own Thread
Flibble replied to Skyler4856's topic in Science & Spaceflight
Never heard of anything like that and we have automated crossings here. I have seen video of a car missing a train by centimetres and the engine kept running. Even if the engine cut out the car would roll off the crossing anyway.