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Everything posted by KAO

  1. Is it at all possible to see a backport to 1.6.1, or does it rely on new features in release 1.7? I'm sure lots of people playing Realism Overhaul would love to use this. Also, is it within the capabilities of plugins to append the Icon_Hidden tag to the whole part model itself? This way, with the module applied to something like Procedural Parts for example, you can make arbitrary cavities in your ships.
  2. NASA reusing the proven Skylab design atop this Orion, with integrated Apollo Command Module (which fits *perfectly* atop the Gemini retro module) You really come to realize that chemical rocketry is like playing with foam kid's toys after riding 6000 tons to space with atomic bombs. 16 Raptors are used to bring it down.
  3. Does anybody know how to manipulate the animation speed, min pulse time, and max pulse time in the cfg file to get more realistic rates?
  4. KAO


  5. I'm trying to use this mod in Realism Overhaul since it just got updated. What's the rescale factor to bring the size back to real size, and to bring thrust back to real world thrust? I'll try to get the config into the RO repo for future use.
  6. can you post screenshots of the interface when building with them?
  7. Buckle up, anatomically correct average 180cm person, there's no need to fall off when flying on Mars! A single engine from the Curiosity rover's skycrane used here propels a much lighter astronaut between sites of interest and a mothership rover with hydrazine. Used to same effect here, on a wider but smaller rover that can carry out an extended mission with a NASA SAFE reactor from Realism Overhaul providing 100kW and radiation poisoning. Might ferry around fuel as well. It's just over 50 tons, so it's like going on a martian safari and taking a nuclear Tiger I tank.
  8. If you download Kerbalism, its chemical processing plant part has "hydrazine production" which make monopropellant. If you go into the default.cfg the appropriate Real Fuels variables are in the comments for the corresponding section (except for hydrogen peroxide, you can just leave that as oxidizer).
  9. Playing with Realism Overhaul and about to set off for the Moon. This is not going to be a quick visit but rather a series of long-term missions. Surface infrastructure will need an element that ferries supplies, astronauts, and fuel between landing craft, habitats, geological points of interest, and ISRU mining facilities. This rover features a longitudinal and radial suspension system for *high* speed travel, accommodation for four human beings, and fuel tank for ascent vehicles. It lands packed up, the wheels swing down and the astronauts secure them with suspension struts. Pictured with painstakingly crafted facsimiles of the astronauts as per the dimensions of the average 180cm tall human being. [SOURCE]
  10. Each wheel connected to a free-moving hub, and attached to the body by struts which act like springs. Allows high speeds despite patches of terrain clipping with each other.
  11. Ok I think I see why I was having the problem I was having. I was modifying the cfg correctly to begin with, it's just that hydrogen peroxide isn't defined in the community resource pack.
  12. @nanomage @PiezPiedPy since all of these are defined in the community resource pack, for hydrazine production why can I not just delete "MonoPropellant@0.0008537763" and then uncomment the annotation with the hydrazine definition? When I tried this, hydrazine production wouldn't even show up in the context menu.
  13. speaking of ISRU, Kerbalism has a chemical plant part with hydrazine production as one of its capabilities but it only produces monoprop for vanilla, has anyone made a patch to rectify?
  14. Hi, so I'm playing Realism Overhaul with Kerbalism and I see that in the chemical plant there is an option for hydrazine production, but it only produces monopropellant in game? I see in the configs for Real Fuels it redefines monoprop to hydrazine, and the default.cfg has "// (Hydrazine..." next to the monoprop stats, but the in-game context tooltip shows oxidizer and monoprop?
  15. This realism overhaul monstrosity can do 88 m/s (197mph, 317 kmh). The drums coming out of the middle are connected to free-moving circular hubs. The vehicle would tip onto its cockpit or sit back up its engines unless I didn't have everything hooked together with struts which act like big ol' springs. F1 race cars need smooth asphalt, this beast can traverse bumpy terrain at those speeds thanks to basically 2 meters of suspension travel. And it works well! ...until
  16. any possibility for concave surface features? caves, rocks, overhangs, arches?
  17. Has anybody here gotten Tweakscale to work in the RO suite? In my previous RO install, Tweakscale worked like a charm, but now I'm getting two scale sliders. One is just allows the integer values 1 & 2 and has no effect on the size of the part, the second slider just says "default" and also does nothing.
  18. When installing mods with KSP, all provided materials are tossed into the cesspit gamedata and it just works. There is no need to overthink this, the process is much easier than you believe it to be. Whenever you install a mod, the folders with the mod's name gets chucked into gamedata. However you may find that despite correct installation, this mod may not work for all provided bombs for reasons outlined above.
  19. I have installed the mod and I am seeing nuclear effects functionality in only a small subset of the provided nuclear weapon parts. The Genie missile and the nuclear Scud missile are functioning nuclear weapons, however other nukes such as the Tsar Bomba and Castle Bravo have no functioning effects. The 3 digit in-game description for blast radius/tnt mass/heat for the non-functioning nukes are 0/0/1, but for functioning nukes it is as specified in the .cfg file. The primary difference I'm seeing is that in the nuclear Scud cfg, for example, the explosive properties are integrated into one module. With the non-functioning nukes, blast properties are provided by a bugged ModuleNuclearExplosive module. Is this a known issue? what is the recommended fix? and before anyone asks, yes I installed the mod correctly. I am not so inept that I cannot put a couple folders into gamedata.
  20. Getting back into KSP after a while. Very lucky to have captured this moment after my ablative microfission propulsion spacecraft, which after a short 80 day trip to Duna, happened to cross the orbit of its sister ship which arrived a 100 days earlier and flew within 1.4 km completely by chance!
  21. High Speed Bus, taking 41 passengers from Northern Iran to the Caspian Sea WOOOO! 400 mph! Murphy's Law
  22. Here is my ghetto, hacked together suspension for my high speed land vehicle. This design concept would not be made possible without the free-moving washers from Infernal Robotics. Mounted centrally under the fuselage is a drum that rotates along the axis of the fuselage, and you can see the two "springs"(struts) coming off the first drum mounted on both sides of it. Then, the two smaller drums on which the the wheel legs are mounted actually allow for each leg to have its own up-down suspension. It can comfortably go 170 m/s (380 mph) over non-flat terrain, and when pressed for performance it can output 158 kN to climb mountains. It was originally designed as a solution to the annoying cracks in the ground caused by RSS not handling terrain well.
  23. it should, sine it's a fairly small increment and nothing radical was changed in the base game. Though don't take my word for it, I play RSS-RO and I don't use this mod at the moment. You should be trying these things out yourself first and foremost.
  24. Off we go to save the cosmonauts aboard a failing Salyut NK-43 engines don't have gimbals (designed for N1 which used thrust differential for steering), so this Zenit first stage vernier block came in handy. Home stretch! Oh my god, I am such an idiot. At least Boboyavich Kermanov can enjoy the view.