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Borogove

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Everything posted by Borogove

  1. That's only slightly more thrust than the F-1. If you want to get into really ridiculous engines, take a look at Sea Dragon. The first-stage engine is about 40x as powerful as the F-1. https://en.wikipedia.org/wiki/Sea_Dragon_(rocket) Here's an engine.cfg for Sea Dragon's engines in RO. https://gist.github.com/borogove/208873eb46bd3f1fa663
  2. Piloted or un? Are you using the CKAN default installation, which includes RemoteTech? If so, unmanned vessels will require power and an antenna to be flown.
  3. I have a script I use to generate RO-balanced engines (re-scaling and re-statting existing engines) for my own use, and I ran dasbin's wish list through it. You can download the .cfg file here: https://gist.github.com/borogove/208873eb46bd3f1fa663 It includes * 355MN Sea Dragon first stage kerosene engine (something like 45x the F-1's thrust) * 63MN Sea Dragon second stage hydrogen engine * 235kN Sea Dragon thrust vector control engine * 400kN "Devil-4" MMH-NTO lander engine Issues: * I haven't tweaked the plumes appropriately so the Sea Dragon plume is silly narrow, the TVCs shoot spears of yellow flame instead of hydrogen blue, etc.* The TVCs are axial mounts instead of radial, but you can get creative
  4. [quote name='sjsninetrys'] The RCS Thrust FX/plume has almost disappeared, both on the pad and in space, but the RCS is still working physics-wise.. Ive routed the problem to RO, when its removed the animation returns as normal. Tried changing the propellent and all in-game configs but no joy. Even tried a fresh KSP install with only RO installed with CKAN. - Am i missing somthing?/Anyone else getting the same? [/QUOTE] I get the same.
  5. [quote name='Starwaster']Something didn't update properly it looks like. Was this on a fresh install?[/QUOTE] No, I've added and removed a lot of stuff. I suppose I could try freshening up. UPDATE: Reinstalled KSP, re-CKANed, and it works now. Thanks.
  6. Installed Realism Overhaul via CKAN, and the game hangs on the loading screen. Tail end of the log pointing at ModuleEngines.Flameout: [code] DragCubeSystem: Creating drag cubes for part 'proceduralSRBRealFuels' (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'ModuleEngines.Flameout'. at RealFuels.ModuleEnginesRF.GetThrustInfo () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) RemoteTech: ModuleSPU: OnDestroy (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) RemoteTech: ModuleRTAntenna: OnDestroy (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) RemoteTech: ModuleSPUPassive: OnDestroy (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Missing method ModuleEngines::Flameout(string,bool,bool) in assembly /Users/russell/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/KSP.app/Contents/Data/Managed/Assembly-CSharp.dll, referenced in assembly /Users/russell/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/RealFuels/Plugins/RealFuels.dll [/code]
  7. I'm using multiple guidance units so I can have a small satellite on top of a large rocket, but when I stage the lowest guidance unit off, it often fails to give me control of the remainder of the rocket even though there's plenty of avionics on it. Sometimes control is intermittent. RemoteTech says I have a connection, map view shows I'm in range of three ground stations, but I have no control.
  8. Ugh, seriously? Y'all need Jesus to completely remove case sensitivity from config files.
  9. Never mind, solved it. It's capitalized "TechRequired", not "techRequired". All better now!
  10. Sorry if this is covered somewhere, but I'm having a hard time getting engines I'm creating to appear in the tech nodes I want them. I've tried a number of things, but long story short is, I put "techRequired = start" in both the part and its CONFIGs, and it appears in the propulsionSystems or heavierRocketry node depending on how big it is. I assume this is RealFuels being judgemental about my engines, but I'd like to be able to reliably override it and put engines where I want them. Any tips?
  11. I don't know from TestFlight, but the Vanguard engine part is unusual in that it includes a couple of small RCS-ish thrusters in addition to the engine itself. That might be confusing it.
  12. I'm thinking about implementing this as a command line program that would just generate the engine part according to your specs. Could easily support stock monoprop, biprop, and NTR, plus some basic realfuels options (kerolox, hydrolox, UDMH/NTO). You'd choose fuel type, vac thrust, and sea level or vac optimization, and it would determine size, weight, cost, etc from that and build the part with its config file. Sound useful?
  13. I'm trying a career mode RO + RP-0, and I can't find the "enhanced survivability" node in the tech tree -- no pods! Where is it supposed to be?
  14. I'm having a very hard time with RO career mode; is RP-0 the recommended solution? Any ETA to get RP-0 on CKAN? (CKAN has made me lazy as heck.) Are any other career mode progression mods recommended for RO? What's the Done Thing?
  15. First off, I really like this mod -- it's particularly clever how completing each difficult contract unlocks the parts that make that contract easy. I'm having trouble with the Asteroid Science mission, though. I have rendezvoused with an asteroid, EVA'd to it, taken surface samples, and returned the science twice with no completion. Am I supposed to be using one of the survey scanners instead of taking a surface sample or something?
  16. Sorry if this has already been reported, but it looks like parts are considered at their default scale for purposes of drag computation. Steps to repro: Build a 1.25m rocket body, and put a KS-25x4 "Mammoth" engine on it, tweakscaled to 1.25m. Sea level thrust should be 1/9 of 3746kN = ~416kN. Fly the rocket, observe it can't accelerate past about 300m/s at low altitudes despite the high thrust. F12 to see a very long red drag line. Replace the scaled mammoth with an LV-T30, observe that with half the thrust it has no trouble accelerating past 1000m/s. F12 to see no substantial drag line from the engine. It seems like the drag model still has the engine being 3.75m diameter, so you're trying to fly a supersonic piston head. I couldn't find an "issues" link in pellinor's github, so I created an issue in Biotronic's. https://github.com/Biotronic/TweakScale/issues/35
  17. Are you doing your Hohmann transfer in Kerbin's equatorial plane or inclined? Depending on how far out the rescue orbit is, 8 degree inclination might leave you far enough from Mun to not perturb your orbit too badly. I would think 3K of ∆v should be enough to correct course after the flyby. Mun orbits fast enough that waiting for the next window is probably your best bet, though.
  18. What exception will be raised if you use a FAR-dependent variable like flight.terminal_velocity while FAR isn't installed?
  19. Yeah, that looks like it would do the trick. Any plans to get onto CKAN? What's the best way for me to give you bug reports -- github?
  20. Wow, great job on the new documentation on reference frames. Three thumbs up. Now the only feature I'm looking for is the ability to inspect and interact with parts on the vessel. I suppose the variety of different kinds of parts might make this challenging (I'm guessing that protocol buffers don't magically support C# introspection), but the use cases I currently have in mind are: * Activate parachutes while trying to land, regardless of where the parachutes are in the vessel staging sequence * Making a good estimate of vessel delta-V budget by walking up the staging sequence and identifying engines and fuel tanks * Finding docking ports and setting them as the control-from-here and target points * Finding and activating science parts Basically, I'm used to using Mechjeb, and am trying to get my script to be a more autonomous vessel controller that can run as much of a mission without human input as possible, with a very high-level input command structure.
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