brooklyn666

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Everything posted by brooklyn666

  1. I may be doing something wrong, but I'm finding a lot of inconsistencies in rescaling, especially in parts within the same pack. For example, my KW fairings are scaled to the new size system, (1m, 2m, 3m...etc), but the KW interstage sections and conical fuel sections still use the old system (.625m, 1.5m...). PF also still uses the old sizing scheme, but I was under the impression it was changed? I'm also having big problems with FASA. it seems like most parts haven't been scaled up, or some have been scaled up differently. It looks like the Mercury capsule was left alone, but the retros were scaled up, with the solid one being even larger than the liquid. This also makes problems for the auto-shrouds. And I can't use these parts with the stock pod because of the size discrepancies. So have I done something wrong, or is there a way for me to rescale these myself? Edit: I realized I didn't have Nathan's FASA patch, is that the fix? And does it go in the RO folder?
  2. I know it can do that, but I don't think it can stage in the correct order, but it's not great at timing, and AFAIK it can't toggle action groups. Especially in my case, as I'm early on in Medieval Nerd's tech tree, which limits mechjeb's abilities. I know I *could* do that, but it feels like cheating! As far as Kos, I know it's out there, but I know it has problems with .23, and it's in programming language, which I don't understand.
  3. I'm looking for some advice on how you guys manage signal delay with RT2, especially with RSS/RO. I know mechjeb and the onboard flight computer can execute pre-programmed maneuvers, but what about things like deployment and staging? Say I've got a lander on it's way to a Duna aerocapture. Before entry interface, I need to make sure the cruise stage is jettisoned, the antennas and solar panels are stowed, and the craft is in the proper attitude. Then the heat shield needs to be jettisoned, the chutes deployed, and the landing thrusters activated. Then after landing, the solar panels have to be re-deployed, and the antennas activated. All of this has to happen in the correct order, at the correct time, and all out of real-time contact. So how do you guys do that?
  4. Just checking in to see how the work is going? Any progress? Also I wanted to ask you, is the heat shield compatible with DR, or is it just for looks?
  5. Is there a link for that, or could you send it my way? I have the parts but not the rescale config.
  6. I thought I saw this asked somewhere already, but I can't find it, so forgive me for asking again. Does RT2 have the correct comm ranges for this tree and RSS, or is it for the stock game, and if its for the stock game, how can I adjust the ranges to fit with RSS?
  7. Forgive my ignorance here, I'm still new to RSS and all of the accompanying mods, but I see to be having some issues with my use RftSEngines.cfg, or alternatively, I'm doing something wrong. I'm still fairly early on in medieval tech tree, so I don't have a lot of engines unlocked yet, but a lot of them have attachment nodes that are way above and/or below the engine, so if attached, it looks like they are floating. Also, a lot of engines look like they're misidentified. There's one, I don't know what it's called in the game, but it's tiny and the description says it was used on the upper 2 stages of the Saturn V. It's definitely not, since it's not the J2. Other engines appear twice, (such as the Redstone A7 from FASA) as different sizes, and with wildly different characteristics and fuel mixtures. I'm totally bewildered. Have I placed the file incorrectly, or is there a specific version I should be using? Any help is greatly appreciated. Currently I have Stockalike, KW, FASA, NP, AIES, Bobcat's Soviet and American packs, and Merlin packs installed.
  8. Sorry if this has already been addressed, but I didn't see it mentioned in this thread so I'll mention it here. Sometimes when I autofill tanks, it gives me incorrect ratios. For example, I'll fill a tank with RP-1 and LOX, and the stage will burn out with a good amount of LOX left, but no RP-1. Is this is bug, or just the way it works? I'm also getting engine shutdowns due to LOX/Kersosene/LH...etc deprivation, even when there are enough of both propellants in the tanks. This has happened at least once with every engine and every fuel mixture.
  9. Would a possible workaround be, in that circumstance, to have the drogues deploy and cut at the same time, immediately before the mains?
  10. So just to clarify, If I already have RealFuels with the RftsEngine config file, I DON'T need either version of MFT, correct? And the RftsEngines file is the RftSEngines.cfg that's in my GameData/RealismOverhaul folder?
  11. Jebediah, Bill and Bob are imploding with flaming rat poison, acid, and vomit
  12. I have a few questions about modular tanks and real fuels. I already had real fuels, but I added modular tanks so I could use this tree, however, the link on the first post is to version v3.3 which is obsolete. That post links to v4.1 and says that it's been split into real fuels and modular tanks. So my question are A) Do I need MFT version 4.1 AND RF? The mini pack on the first post contains the modular tanks folder. Is this the correct version? Also, inside that folder is the real fuels folder, and the real fuels zip. I have real fuels already directly in my GameData folder, so what do I do with the folder and zip inside the MFT folder? Thanks for any help.
  13. I think it's time to let this thread die...
  14. Gemini used ejection seats. The ejection seats would only be used up to the point where it would be safe for the astronauts. Beyond that, the capsule would separate from the booster on it's own in case of an abort.
  15. So I finally made the jump to using RSS/Realism overhaul, and I'm running into some problems. I imagine most of these are part of the learning curve, and I apologize if my questions are covered elsewhere; it's possible I've missed things while trying to absorb all of this new info, but any help would be greatly appreciated. 1) Some engines are not properly sized. That's a 2.5m engine with a 2.5m AIES fuel tank. Is there a cfg rescale edit somewhere that I need to change, or are they only meant to work with the stretchy tanks? 2) I'm guessing this is a problem with FAR or Deadly Reentry, but I didn't have this problem with either mod on the original size solar system. Basically, upon 1st stage cutoff, the second I jettison the stage, my upper stage and payload explodes, and the debris starts flying away from kerbin at a large fraction of c. . I've checked the logs but there's no useful information there. Again, any help is greatly appreciated.
  16. So I finally made the jump to using RSS/Realism overhaul, and I'm running into some problems. I imagine most of these are part of the learning curve, and I apologize if my questions are covered elsewhere; it's possible I've missed things while trying to absorb all of this new info, but any help would be greatly appreciated. 1) Some engines are not properly sized. That's a 2.5m engine with a 2.5m AIES fuel tank. I imagine there's a cfg rescale edit somewhere that I need to change? 2) I'm guessing this is a problem with FAR or Deadly Reentry, but I didn't have this problem with either mod on the original size solar system. Basically, upon 1st stage cutoff, the second I jettison the stage, my upper stage and payload explodes, and the debris starts flying away from kerbin at a large fraction of c . I've checked the logs but there's no useful information there. Again, any help is greatly appreciated.
  17. I'm not seeing this in treeloader. Could missing mods be responsible for that?
  18. No. It doesn't. And where is your evidence? Saying the same thing twice doesn't count as evidence.
  19. Perfect. And think you mentioned this before, but do you plan on having the docking port/ compatible with realchute, either on it's own or as a module manager file?
  20. looking good so far! will the final cockpit work with rasterprop monitor?
  21. I didn't mention that one because it appears to be true-ish. Studies at UC Berkeley show that Jupiter's core is most likely slowly shrinking.
  22. 1. The Milky Way and Andromeda will collide, but due to the massive distances between stars, we wouldn't see anything like that (not to mention that picture is from a perspective outside both galaxies). 3. This was already addressed above. 5. iSON is small (<1km) sungrazing comet, which broke up on it's most recent pass through the inner solar system. There is no brown dwarf in solar orbit with a period of 3,300 years. Or any brown dwarf for that matter. 7. This is a baseless number with absolutely no evidence to back it up. 8. This is not a space fact, and it's debatable.
  23. Lazor Docking Cam has the info you need. It provides you with relative angles, speeds, rates, and distances.