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Fragile-Engineering

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  1. Hi there, With my latest RP-1//RO/RSS installation I have problems with overheating (and exploding) parts when in an orbit around mercury. I know it's hot there... but even with parts that are labeled to be 2000Kelvin heat-resistant, this happens. I have put a thermometer to the vessel and this reads out around 750K on the sunny side of mercury and 25K on the dark side. So these are values I would have expected, but why do my parts with 1024K and 2000K heat-tolerance explode anyway? Radiators do not seem to help here. Also putting everything into a fairing (for sun protection) has no effect on the overheating. Am I missing something or is this simply a bug? Any ideas? best regards Michael
  2. Hi there, I installed a new instance of RO/RSS/RP-1 after a few months of absence and I am missing the M700 survey scanner. In my previous installation it was there. Also I am missing the default ISRU-converters and harvesters (just the kerbalism regolith harvesters are there). But the main problem is the missing resource scanner. Without this part I cannot scan any planet and therefore not doing any ISRU. Was this part removed deliberately? And if yes are there other ways of doing resource scans in RO/RP-1/RSS? best regards Michael
  3. Wow! Now it all makes sense! :-) Thank You very much for your effort!
  4. Hm, ok. I also thought of this possibility. But then the telescope still needs to slow down at L2. Therefore 900 m/s would be needed (occording to this thread here: orbital maneuver - What is the delta v required for insertion to sun-earth L2? - Space Exploration Stack Exchange) Its closer, but still not possible when simulated in KSP/RSS. May the inaccuracy of the simulation be that big?
  5. Hi space nerds! a while ago I followed the launch of the Euclid telescope on a falcon 9 rocket. But what confused me is, that the target of the telescope is the L2 point (not LEO). So, how does the telescope get there!? I read the fact sheet. There it says the complete telescope's weight is 2 tons - including ca. 220 kg of propellant! I have read somewhere that you need around 4300 m/s of deltaV to get to the L2 point from LEO. My gut feeling was, that its not possible with the data from the fact sheet. So I rebuilt a probe with total mass of 2 tons and 220kg propellant in KSP/RO/RSS. And like expected: no matter which thruster I use, I get nowhere near 4300 m/s deltaV... (for example: with a 350 ISP thruster I get 354 m/s ...). So how do they get the probe to L2 with just 220kg of propellant!? Does anybody know the answer?
  6. @JadeOfMaar : Thank you for the explanation. This was indeed a little confusing. But it seems that this was not the only problem in my installation. After installing your latest version, I recognized that I seemed to have incompatible resource-types between scan, drills, tanks and processes. First I wanted to complain, that the GrayWater resource is missing now, but then I realized, that it doesn't belong to the CRP. So, after some more reistalls, I successfully set up some ISRU processes (for the first time in RSS/RO!) - Thank you for the great mod and your support!
  7. Thank you for your reply! Yes I have found the "Molten Regolith Electrolysis" process in the Kerbalism documentation too. But unfortunately the Kerbalism ROConfig does not contain this process. I don't know why :-/ So, although RR overwrites this process to use rock instead of regolith, I cannot use it, because the ISRU does not contain the original "Molten Regoltih Electrolysis". I have tried to "readd" it to the ROConfig file - but with no success so far. Will have to dig deeper into the kerbalism config semantics, I think...
  8. Hi! I am using Rational Resources together with RO/Kerbalism. Although I like this mod, because of the more realistic resources and their distribution, I did not find a way to replace the "Regolith Compacter" process that is provided by the Kerbalism drills to produce the shielding resource. Because the regolith is not available on each planet any more, I cannot use the Kerbalism drills there. Although the area is rich of rock. I see that there are RR-processes that produce concrete and slag out of rock - to my understanding could these products be used like shielding - but I did not find a conversion. It was mentioned that there is a "blacksmith way" to produce shielding - but this is not the same as kerbalism shielding, is it? At least I did not succeed in using the RRWork somehow to produce the shielding resource. Does someone have a hint for me? Or could a "rock-to-kerbalism_shielding-process" be added to the RR modified ISRU?
  9. Great. I haven't done much manned missions in RSS until now and Mercury is also still unvisited. So ... Challenge Accepted! :-) One more question: Are parts from "Stockalike Station Parts" allowed?
  10. I'd like to give it a try: please spin the wheel for me! Preferably "rss/RO/near future mods" (hard) If not possible then: Stock ksp (hard)
  11. For many years I was fascinated by all those wonderful ship-designs and mission-videos out there! So, this is the moment where I can contribute something to this collection. Inspired by the planned mars sample return mission of NASA, I was thinking of trying something similiar in a more conventional style (I thought that this "target-shot" of the sample into the orbiter might be a little risky...) Please enjoy an epic unmanned mission to Mars and his moons: Mars Sample Return Mission - KSP/RO/RSS I see that many experts are here who might question the spacecraft design or the misson profile. Please be forgiving - the focus on this video was on the art more than on the technical details, but I am happy to hear your improvement ideas! :-)
  12. Ok, I have read through half of the thread now. Some of my points were already mentioned but I don't have the time to read everything. So here is my feedback to KSP 2 EA: Frankly, after all these delays and promissing announcement videos, I expected more ... a lot more! I am sorry, that I have to start with that sentence, because I think, that also this state, we see here, was a lot of work! But in my opinion, it is really not enough for early access and also not enough for enthusiasts, who love and have played KSP 1 for far more than thousand hours. And here comes why: - Most of the game components and also control-keys were reused from KSP 1. Which is not bad. But most of the valuable functions of KSP 1, I did not find! For example: + Were is the toggle for engine's vaccum stats in assembly-building? + Why is it not possible to plan manouvers in another bodys SOI before I am actually in it? (although I like this SOI-marker, the whole manouver planning is lacking precission!) + How can I orient the ship retrograde in relation to target? - All those bugs do NOT create a joyful experience. For example: + First undock attempt: Mission-End-Popup occured - for no comprehensible reason - something must have been badly damaged during undocking... + Second undock attempt in mun orbit: the ship got shot away so far that it left mun's SOI... + Fairings behave strange: in assembly-building, only one half can be hidden/removed. In space, after jettison it moves very "unnatural" away from the ship + Shortly before reaching orbit, it happend two times that the rocket was not controllable any more. After some switching around of views and resetting SAS-mode, it worked again. + The burn-timer NEVER indicated the right moment to stop the burn + Kerbal-Jetpacks: After the first thrust, the Kerbal does not fall to the ground any more. - The "magic" I felt when first reaching space in KSP 1 is not there. I don't know why, but I think it is because of the "candy-look". Yes, Kerbals are comic-like by nature (and I love them), but behind the childish cover of KSP 1 there was a serios space simulation! I cannot see this in KSP2 at the moment :-( I think this default coloring of spacecrafts should be made optional. I would prefer a more realistic style. - the part-icons in VAB look somehow "undetailed". Will this be improved or is it the new style. I would prefer more detailed parts. - Performance is worse than in the old KSP 1 - why?? (even with dozens of graphic mods KSP1 is faster ... and looks as good as KSP2) To say at least two positive things: I like the graphic improvements of the KSC and the environmental improvements And I had the best "ladder-experience" ever! ;-) When there is a gap between two ladders I could press F again to grab the next ladder, This was sometimes a pain in KSP1
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