brooklyn666

Members
  • Content Count

    302
  • Joined

  • Last visited

Everything posted by brooklyn666

  1. Hey MedievalNerd, I'm working on an new Realism Overhaul cfg for Remote Tech 2, and I want it to fit in with your tech tree. Can you show me the order in which antennas unlock, or which nodes they unlock at? I want to have a realistic progression (low power VHF, UFH antennas first, then the first C and S Band dishes, then large, high power, high bitrate X and Ku/Ka Band dishes). I want to makes sure they unlock in a way that makes sense with the rest of the tree.
  2. The O2 tank #2 that exploded on Apollo 13 (serial# 10024X-TA0008) was originally meant to be installed on Apollo 10, but was removed for modification, and later installed on 13.
  3. They only did 2 small course correction burns after the PC+2 burn, and it had nothing to do with moon rocks. It was because the LM's cooling system was evaporating water into space, which created a very small amount of thrust that added up over the 3 days the LM was powered up. The astronauts and mission control overlooked this, because the LM was never designed to be powered up for so long in cis-lunar space.
  4. There is so much info out there, I don't think any of us could tell you anything you can't easily find out already. Check out the report from the Apollo 13 Accident Review Board, the post-flight press-conference, and if you can find it, the entire mission control FDI and CAPCOM loops.
  5. It's all of the engines from Bobcat's soviet pack, but the one I use most often is the RD-180. I'm using RF and Nathan's RftSEngines. There's nothing in the cfgs that should be causing a conflict, but I'll test it without them just to be sure.
  6. Check out ISS v3.2(I think it's 3.2) There should be a link to the Soyuz FG/U LV and spacecraft that is made to work with it. Shuttle fleet v4.8 is also pretty great.
  7. Minor issue: right clicking on the pod brings up the KAS menu, but I can't access the tweakables. Is there a way to be able to have both?
  8. I've got launch clamps directly attached to the engine bell, and, to the to fuel tank right above. Also, most of them aren't external ignition. the cfg says Internal_(Small, Medium, Large)
  9. Just out of curiosity, why are you using that equation? It's really only helpful for launching rockets straight up, which is not really useful for doing anything.
  10. Hey Nathan, I looked at your calc spreadsheet for RT2 and I think I'm gonna go with something more simple. For now, I'm just going to rescale the masses, ranges, energy consumption, and beamwidths. Before I do any of that, I want to figure out how you reworked electricity. The stock system has the antennas using "energy" in some mysterious units called "charges" but I don't know if this means actual energy, or power, since there are no time units. I'm assuming you defined the battery capacity as amp-hours, but are the solar panels and rtgs in watts, or kwh? I just want to keep everything consistent across the board. Also, I'm thinking I'm going to make the antennas require very little energy/power when on but not actively transmitting science, because science costs power/energy to tramsit? The RT antenna cfgs all have TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } but I don't know what those 3 things define. Is that related to something we can call bit rate? Or the in-game unit of "mits"?
  11. I'm working on a new config to modify this for the RSS/RO mod bundle, but I have a few questions. I looked through the antenna configs, and they all have TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } which I guess overrides the stock { name = ModuleDataTransmitter packetInterval = x packetSize = x packetResourceCost = x requiredResource = ElectricCharge DeployFxModules = 0 } So what do those 3 things translate to in the game, and are the related to the in-game trasmission unit of "Mits"?
  12. Hey Nathan, if it's ok with you, I was thinking about overhauling the RO cfgs for antennas and RT2. I did some research, and a lot of the numbers in the game seem way off. The info is hard to come by, but I did manage to find out that the 1.5m medium-gain dish on Magellan had a mass of 16.7kg, so I can't imagine that its 3.7m high gain antenna could be an entire order of magnitude more, yet most of the interplanetary dishes from RT2 and AIES come in at a minimum of 500kg, which seems a bit crazy. Also, most of the dish antennas have extremely tiny cone angles, on the order of 0.0X degrees, but the Voyager probes had 0.6 degrees in the X band, and 2.3 in the S band (I realize RT2 doesn't make any accommodation for gain or frequency.) I'd only do this if you're ok with it, and if you'd add it to RO, so let me know what you think.
  13. The Vulcain does use an external blowtorch as its ignition source. I didn't mean to say that the sparker couldn't be used in the game as an ignition source, only that it wasn't it's real world fuction. And on another note, I'm having some serious difficulty with Bobcat's Soviet Engines; namely, they won't ignite. Ive got adequate power supply from the launch clamps, as well as hypergolic fluid (those are the only two ignition resources for non-nuclear engines, yes?), but when I launch, my rocket just flops over on the tower. Right clicking shows that I've used up my ignition, but my engine isn't burning. Also, there are a bunch of buttons that say jettison(?) so I'm a bit stumped.
  14. But those aren't actually used to ignite anything. They just burn off the excess hydrogen before ignition. The ignitors themselves on the SSMEs are located inside the engine housing - you can't see them at all.
  15. I have them, but the base sizes themselves aren't procedural. Basically, my ideal procedural interstage would be something like a hollow version of the super-stretchy conical tank from StretchySRB.
  16. I'll try out a few other transfers tonight and tomorrow and we'll see if it holds up.
  17. Here's why editing the cfg might be ok for you: If you look back a ways, somewhere around page 45 would be my guess, you'll see a bunch of us had a discussion where we tried to decide, amongst other things, the volume of the tanks, whether they stored O2 as a gas or a liquid and at what pressure, and how much O2 Kerbals actually use. I don't know that we ever came to a consensus, and I know there are a few different cfgs out there that change this stuff, so you should feel free to set it what you think makes sense. I think the current values now reflect an O2 consumption rate of Humans, but who is to say that Kerbals need the same amount? Especially since they're half our size.
  18. Weird. So technically the game starts at noon TT 2000 instead of 1950, but I don't really care. Maybe at some point Nathan can figure out the discrepancy. For now, I'm content to just have some functional porkchop plots! Just out of curiosity, how did you test it, exactly?
  19. Let me know what happens. That's what I thought at first, but I opened up Celestia and set the time to 12:00 TT on 1/1/1950 and 2000 and checked that against the start date in a new game, (should also be 12:00 TT on 1/1/1950) and the planets are in the same place at both times.
  20. You can use the CO2 -> O2 converter. Also, this might be considered "cheating" in your book, but you can edit the amount of O2 stored in the tanks, or the consumption rate of O2 to your liking.
  21. I know this isn't a priority, but can someone, maybe Nathan or AbeS give me a hand with trying to figure out why AbeS' launch window calculator is off? I cross referenced all of the orbital elements with Celestia, (I don't have Orbiter on this comp, but someone who does can give it a shot) and everything matches up, particularly the planets are where they are supposed to be, when they are supposed to be there. I'm out of ideas.
  22. If you find it, could you send it my way? And I'm not criticizing here, I love PF, but maybe this is something to consider for a future update? I myself have no idea how to mod anything, so I'll leave that to those who do, but I think a good system of procedural interstages is the one thing this mod lacks.
  23. 1 minute with RSS or stock? Either way, I've sent probes to the moon with signal delay on and it took 1.2 seconds, exactly as long as is should take. So if you set it to 3E+9, your speed of light will be waaaay too fast.