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Found 18 results

  1. Welcome to this new post, in wich i am gonna narrate the troubles and discoveries of a new worldwide space agency, formed after WW2, wich combines USA, USSR and Europe technologies, in their objective to explore space "in peace for all mankind": they are the International Space Agency, the ISA. Obviusly all in RSS RO RP1.
  2. Introduction The Space Shuttle was the first orbital spacecraft designed to be reused, and allowed routine access to spaceflight at a low price. Unfortunately after 2 tragic disasters and mismanagement it never seemed to be that way, and many feel it did not live up to all its original goals. Using Kerbal Space Program's Real Solar System mod and obeying the real Shuttles capabilities, I would like to showcase a different path, through an alternate history where the Space Shuttle is utilized to its true potential. Some of you who are familiar with the Shuttles history may recognize some real-world additions in this timeline, and if they have been adjusted. I hope that you enjoy this showcase and that it might entertain or educate some readers about lesser known parts of the Space Shuttles long history. Mission reports will be in Imgur albums and are dependent on my schedule but I will try to get at least two out every week Background This KSP save using Realistic Progression 1 started out in the 1950s with experimental aircraft and suborbital science rockets. The launch history has mostly followed real world history, running through the Mercury, Gemini, Apollo, and Skylab programs. Over 150 unmanned U.S. satellite launches have been recreated, and highlights of noteworthy missions will be included in a bonus mention at the end of each Shuttle mission report. Mods The entire mod list is quite long although can be installed easily using CKAN. Below is the mods important to the Space Shuttle, with the entire list in the hidden section Shuttle Orbiter Construction Kit reDIRECT Photon Corp. And of course, Real Solar System and Realism Overhaul Credit This project of mine has been in the works for more than 4 months before posting, and everything in it would not have been possible without the work of the creators of all the mods listed above, and the entire RSS/RO/RP-1 team Special thanks to @Stonesmile for help with getting the awesome Shuttle by @benjee10 into RSS More to come
  3. "For all our failings, despite our limitations and fallibilities, we humans are capable of greatness. What new wonders undreamt of in our time, will we have wrought in another generation, and another? How far will our nomadic species have wandered, by the end of the next century, and the next millennium?" Chapter 1: An Accident, a Tragedy, a Triumph. It seems NASA is ready to start this evenings press briefing, here is a statement from Associate Administrator of the National Aeronautics and Space Administration, James Webb It is with deep sorrow that I address you here this afternoon. As many of you know, at 9:55 this morning the Gemini VI-A spacecraft suffered an anomaly, and the space program experienced a national tragedy with the loss of the Gemini VI-A spacecraft and her crew. Two dedicated, well trained and experienced pilots were on board that spacecraft, and sadly neither survived. Approximately eight seconds into its flight, a dramatic loss of thrust was observed in the Titan booster-rocket. Following protocol, command pilot Walter Schirra pulled the ejection ring in an attempt to get himself, and his fellow crewmate Thomas Strafford safely out of the capsule. It is with a heavy heart that I say the protocol failed them both. We here at NASA have failed them both. All data reported indicates the startup sequence was performed normally and without error, and we are still looking at the potential causes of failure in the booster’s first stage. However, if this were the only problem, the astronauts would still be with us today; Something prevented their parachutes from deploying fully upon ejection, leading them to impact the ground roughly a mile from the launchpad. Recovery teams were sent immediately to begin the recovery of the astronauts, however without a parachute, a fall from that altitude is nearly certain to be a fatal one. I’m aware of the media broadcasting footage of the ejection, and I appreciate them cutting the cameras shortly after. We are not here to speculate, neither to the cause of the booster failure, nor the parachute failure. It will take all the data we have, extensive testing and investigation to draw any conclusion, and to provide a sense of closure to the families, and to the nation. A formal board looking into today's accident will be established this evening, and all subsequent reports as to the cause and our agency's findings will be published by this review board. Data collection has begun, as has the analysis of the conditions of the launch pad, ground support systems, and even the notes made by members of our pad staff and launch teams here at the cape. We will get to the bottom of this incident, so that nothing like it can ever happen again. We thank you for your patience, and we ask that you give the families the space and time needed for them to grieve. As Webb promised, the investigation into the causes of the Gemini 6A failure did begin that evening, however to the public it was known simply as The December 12th Committee. Their findings would shape NASA safety culture, launch schedules, and nearly all subsequent programs for decades to come. The weight of the entire space program, and by extension the space race, was resting on their shoulders. Changes to the Gemini would be somewhat hard to see, but that didn’t make them any less important; The improved safety offered was considered by many to be well worth the wait caused by retrofitting the remaining five Gemini spacecraft. While not the largest change, easily the most impactful was that of the nitrogen purge. Prior to liftoff, when the cabin’s pressure was at its highest, the capsule would be filled with a mixture of gaseous oxygen and nitrogen to prevent another violent fire. This atmospheric mixture would bleed out of the capsule as it ascended, being replaced with pure oxygen, albeit at a much lower and safer pressure. This yielded an equally safe, and well proven environment of pure oxygen held at a low pressure. Another hard to spot change would be the Astronaut Tethering Points (ATP) added to the base of the Gemini’s Docking Adapter. These points were mere metal hoops, meant to allow the astronaut to attach his carabiner to while wearing one of the two life support packs included in the Gemini Program. This would, if functional, allow the astronauts to separate themselves from the nose of the craft by up to 75 feet (23 meters) achieving unmatched distances and flexibility during EVA. Lastly, the capsules would see a complete overhaul in their launch abort capabilities, with their ejection seats traded for a more traditional couch-style seat. NASA would instead opt for a more traditional, thus proven system, the launch abort tower. The tower weighed more than the seats, however due to staging off of the spacecraft 15 seconds after second-stage ignition, this actually resulted in a trivial, yet measurable payload increase. However, the trading of the bulky launch abort seats did have further benefits. First and foremost was astronaut comfort, as the astronauts had substantially more legroom without the ejection mechanism. This legroom could, and would be utilized in upcoming flights to stow tools, house sample containers, and carry additional life support as needed. The final change would come to the Titan-II. The rocket would receive a small payload containment ring which the Gemini spacecraft would sit atop. This 10 inch tall ring would allow for small payloads to be mounted alongside the Gemini, for use in orbit. Umbilical cables connecting spacecraft to rocket would be routed through this ring, with stringers lining the insides. Ultimately, this modification would see minimal use, however it would be the first demonstration of a concept that had been around as long as man had dreamed of spaceflight. It would demonstrate the prospect of man riding alongside cargo into space. This capsule, with all of her substantial safety improvements was dubbed Gemini Block IB, and was given a new coat of paint, distinguishing her from her sisters. The changes resulting from the December 12th Committee would ripple outwards into other programs. Of these, the most impacted was NASA’s upcoming Project Apollo. North American had suggested a nitrox cabin environment in their original bid, but was shot down by NASA management who claimed “It wasn’t a problem, and it hadn’t caused issues on Mercury” words which would later come back to bite them, hard. Rather begrudgingly, NASA agreed to allow the redesign of the Apollo CSM and LM to allow for a mixed gas environment and a reduction in flammable materials, in both the spacecraft and the suits. The agency accepted that this meant yet another delay to Project Apollo, and that it likely meant the first manned flight couldn’t happen any sooner than the third quarter of 1967. Many at NASA’s manned spaceflight center objected to this decision; However ultimately it was considered less of a risk to schedules to wait for a redesign, than to push forward with a flawed one. And with that, Apollo Block IIA and III were born, and the Gemini program was on track for a return-to-flight in June of ‘66. The Committee had closed its final meeting, after 5 long months.
  4. In development, but fully featured. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.5 - Program Manager and better Media live events. v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  5. CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
  6. RVE2.0 is a continuation of both RVE64k by Pingopete and EVO by ItsJustLuci, featuring 64k multi layer clouds, 64k land textures, city day/night cycles, a custom TUFX config featuring eye-adaptation, bootprints on several celestial Bodies, atmospheres, aurorae, lightnings, custom sunflare etc. ONLY FOR HIGH-END SYSTEMS, EXTREMELY PERFORMANCE INTENSIVE! Features: -Zero compromise visual package for RSS -64k Multi layer clouds -64k Earth Terrain -64k City Light Mask -Aurorae -Bootprints on several celestial bodies -Gas giants from GGE -Custom TUFX configs (Special thanks to Ballisticfox0) featuring Eye-adaptation for Earths dark side. Install: -Download link(Github): https://github.com/Ceriousyt/RVE2.0/releases/tag/v.1.1 -Install the latest version of RSS, Scatterer and EVE Redux -Copy the contents of RVE2.0.v.1.1/Gamedata into your Gamedata folder. -Enjoy! Licensing: RVE 2.0 is licenced under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), you are free to redistribute, modify and copy the contents of the mod as long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same licence (CC BY-NC-SA 4.0) Credit: -C#erious(RVE2.0/TUFX cfg.) -Pingopete(RVE64k) -ItsJustLuci(EVO) -Vaughn/Astroniki(ASF) -Thomassino(Cepheus Sunflare) -Theysen/hebaruSan/siimav(RSSVE HR) -ballisticfox0(Gas Giants Enchanced/TUFX cfg.) Dependencies: -Scatterer -EVE Redux Recommended Mods: -RSS CanaveralHD -RSS Canaveralpads -Parallax -Realism Overhaul -Pood's Deep Star Map Skybox -Planetshine -DOE RSS cfg. -TUFX For use with RSS only! Tested on: I9-9940x RX6800xt 64gb ddr4 @3000mhz cl16 Special thanks to all people involved directly or indirectly in the creation of this visual package! Changelog: v.0.2: First Release! 28.01.2022 by C#erious v.0.4: Fixed clouds not appearing! 04.02.2022 by C#erious v.1.0: -Fixed Earth 64k terrain -Replaced and fixed Earth Aurorae -Fixed CityLights -RSSVE Mars Clouds -Integrated GGE -Lots of small bugfixes -Benchmarking -Tested compatibility with KSP 1.10.1 up to the latest. 16.02.2021 by C#erious v.1.1: -More or less fixed cloud desyncing -lowered aurorae brightness -New TUFX profile 22.03.2022 by C#erious
  7. Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
  8. Behold, a career with the mod Headlines that I document here: https://live-from-cape-canaveral.notion.site/live-from-cape-canaveral/Live-from-Cape-Canaveral-4408cd40a1344aed9a1b0b4506e2a88d 1951 brought two good bursts in R&D activities, and a bit of a standstill in the VAB as the program lost its chief engineer. Nonetheless, 4 live media events covered our launches. We crossed the Karman line and unveiled a post-war jet engine just shy of supersonic capabilities. 1952 will see multiple launch of the Series 3000 Launch vehicle to send sensors, small animals, and photographic equipment into sub-orbital space. Here is a picture from Cape Canaveral taken by the P1000 DragonFly during its maiden flight:
  9. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels.Is there any way within the settings to disable it ENTIRELY?If not within the settings, is there any way at all to do it?Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleProceduralAvionics],@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } } // Disable attitude control on non-control parts. @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[>0]],!MODULE[ModuleAvionics],!MODULE[ModuleProceduralAvionics],!MODULE[ModuleScienceCore]]:AFTER[RP-0] { MODULE { name = ModuleScienceCore } }
  10. BenjisHardwiredLogic Version: v1.2.1 Dependencies: ModuleManager.4.1.4.dll Download: Github - Spacedock - Sourcecode Installation: Simply drag the folder BenjisHardwiredLogic into your GameData folder. Description: A ksp mod to "hardwire"-logic into rocket designs. (At this point: decoupler-staging, fairing-separation and engine/rcs-ignition). Every engine, decoupler or fairing is now disabled by default and can be enabled/disabled by the push of a button in the editor's PAW. Decouplers and also Fairingbases can have a delay assigned (up to 30min 59.9sec). The same for Engines (solid and "liquid") and RCS thrusters. Procedural Fairings (only RO, not the squad basegame thingies) can have a height between 0 and 140 km assigned. Every other value will start counting down once the launchclamps are released. When reaching 0min 0.0s the decoupler will automatically decouple, the engine light up and the RCS become active. Fairings automatically separate at the set height (above sealevel). If the messaging system is activated, 3 pre messages at -10s, -5s and -2s will be shown on screen. Also a on screen message at the actual decoupling, ignition or fairing separation are shown. This will save a lot of space in the StagingList because the whole launcher can be put into 3 stages (or 2, if the 1st stage Engine is immidiatly at 100%, for example if you're using a SolidMotor). But maybe you should just leave your StagingList the way it always was. Else you mess up all the dV and burntime readouts (KER and MJ). The other upside is, you can always stage, decouple and separate fairings ahead of countdown (in case of engine failures). This mod does not prevent that. Example (of your standard launcher): Stages 0-4 un-automated payload-stuff, whatever you wanna put into space... Stage 5 2x radialDecouplers connected to the solidMotors (delayed for 30.5sec) 2ndStageEngine (2min burntime) (delayed for 1min 3.8sec) 2ndStageDecoupler between 1st and 2nd stage (delayed for 1min 4.8sec) payloadDecoupler between 2nd stage and payload (delayed for 2min 4.0sec) procFairing (set for 90km) Stage 6 launchClamps 2x solidMotors (30s burntime) Stage 7 1st stage engine (65s burntime) So, let's look at what will happen, shall we? First spacebar fires the main engine. Once that is spooled up, spacebar fires the solidMotors and releases the launchClamps. Now the countdowns will start. At 30.5s the solidMotors will decouple At 1min 3.8s the 2nd stage will fire. At 1min 4.8s the 1st stage will be decoupled, hopefully the 2nd stage is spooled up by now. At 90km the fairings will separate. 2 minutes 4 seconds after lift off: The payload will be decoupled from the 2nd stage. Changelog: v.1.2.1 - The "SHUT-UP! I told you not to message me" release -CHANGELOG & README: - Added to the release zip -OnScreen messaging system: - All messages are now schown in the upper center - Messages can be turned off now, forgot to implement that earlier v1.2 - The "warn me before doing stuff automagically" release -OnScreen messaging system: - Can be turned off - Shows 3 pre messages before decoupling and igniting at -10s, -5s and -2s - Shows a message at decoupling, igniting and fairing separation v1.1.1 -The "humans want something nice to read" release -inflight PAW change: Circuits are: connected/disconnected instead of active?: true/false v1.1 - The "ON-OFF-Button" release -enable/disable button to disable funcionality instead of 0.0s/0km v1.0 - The "never available, 'cause I forgot to generate a zip file" release -initial release
  11. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels. Is there any way within the settings to disable it ENTIRELY? If not within the settings, is there any way at all to do it? Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor // Im tired of avionics so i coded this to "disable" them diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } }
  12. Hi! I'm playing career mode with RO and RP1 over the last supported 1.10.x Is the first time playing with RO and first time in RP1, making some good progress and seems fantastic, but now I would like to point the Moon but how can I do that without maneuvers ? how can I unlock them? thank you in advance, E
  13. Hey I have installed RSS/RO/RP1 in KSP Version 1.11.1 and everything is working fine unless every time i test my vehicles with "KRASH" (mod) and I return then to the VAB the game crashes what is really annoying especially when you have to test a lot of stuff. I just want once a working Modpack that I can use then for a very long period and I am so close to it please help me with my issue. Here are some Log files in a Zip-file . https://www.dropbox.com/sh/dqvor74vhnwwzzp/AAD37R5px2gePgPIJnjKmfiya?dl=0 Best Regards, Christian
  14. hello, I'm running RO in ksp 1.8.1 thought to launch sputnik but RCS does not work (i have chosen nitrogen tank with nitrogen rcs ) but when i launch rcs never works it is really frustrating. plz help
  15. Hello, I just installed realism overhaul with rp1 in ksp 1.8.1 (according to github guide on ckan). Without any additional mods the game runs fine. But when i install additional mods such as eve,rssve, scatterer,procedural fairings the game just gets stuck at loading screen i even restarted but nothing happens. Please help...
  16. Race into Space 2020 is a new series of Race into Space (original thread here). Using the Race into Space mod by @soundnfury, Race into Space is an Asynchronous multiplayer mod for Realism Overhaul/Realistic Progression 1. Each player chooses their launch site, and must compete to set milestones as quickly possible, and then sync their games through the Race into Space mod. Submissions are closed, but further details on RiS and RO/RP-1 can be found in the RO Discord server here.
  17. I've been trying all day long to install and play RP-1 but the planets never change to the RSS one's. even if I change the game version(1.2.2, 1.3.1, 1.6.1), install manually or via CKAN the same problem happens and i just don't what to do now
  18. Hello, I have tried to design a very small Spaceprobe, when i saw that the Mass of it more than doubled when i tested it inflight. I have then experimented a bit, a the weight bonus is added to every Command part ingame inflight (+49kg). I am using a RSS/RP1 install in KSP 1.3.1 (via CKAN) . I have tried to trace it down to to a Mod, it should be somewhere in the RP1/Realism Overhaul in their dependencies. Ckan Modlist is linked there: https://www.dropbox.com/s/6uxbrf2xp7xnprw/RSS49KGBug.ckan?dl=0 . This bug, which is obviously greatly hurting my ability to make small Stages and Probes, can easly reproduced by just launching anything with a command unit. Thank you for your time Keineahnung4010 Edit: Picturesfolder: https://www.dropbox.com/sh/ijnxcjj9ore8r5m/AABHczmZT6-_xt6OX8j0e3TJa?dl=0 Edit2: Logfile: https://www.dropbox.com/s/zhddilm6d2abgqt/output_log.txt?dl=0 Craftfile1: https://www.dropbox.com/s/a6zjwmpx2cp9jw1/Test 1.craft?dl=0 Craftfile2: https://www.dropbox.com/s/4cq8kjnr1il5db7/Test 2.craft?dl=0
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