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  1. The game starts up after the initial loading screen, however when it gets to the menu, the screen with the planet and floating kerbals, it pauses for about 2-5 seconds, with nothing on-screen clickable, and then closes. I followed the 1.8.1 install instructions for RSS/RP/RO exactly, including the dll for DeadlyRentry and the folder thing for FAR. The only thing that I didn't follow was the Mechjeb Dev install via CKAN's updated repository. I just downloaded the regular one because my computer is having issues loading that and CKAN says it's failing to load it. I also have principia installed, but both Mechjeb and Principia don't affect the install, as removing them doesn't help with the crashing from my testing. I've also tried forcing OpenGL and uninstalling MSI Afterburner with no luck. Log's at the bottom along with some specs _______ Mods installed with their installed versions from CKAN. All the graphics and visual mods from the RSS/RP/RO wiki are running their suggested versions, in case CKAN doesn't match: Player log W10, 64bit, KSP 1.8.1. i7-7700k w/ GTX 1080 To reproduce: load the game and wait for it to reach the menu
  2. DOWNLOAD Actual Sites: Airports adds 600 real runway locations. These locations are defined as "Large Airports" from GIS data in the public domain. Each of those little gray boxes on the map is a runway you can launch from and fly to to. No need to switch KSC, you can fly amongst any number of landing strips. Adding all these showed no noticeable effect to performance on my machine. The dataset I used to build this project does not include number of runways or their orientation, so these are generic for now. If people are interested in contributing, I may come up with a form to submit better details for your favorite airports. Currently each airport only has a single runway, at a random heading. There are no other buildings I have built and tested this on KSP v 1.8.1. Required Dependencies Real Solar System (and its dependencies) (Seems to work with KSC Switcher) Kerbal Konstructs Recommended NavUtils Mechjeb TODO Fix graphics on runway Add some variety to airports, tower, hanger, etc. Add missing airports (?) Look into a more comprehensive data set that defines runway (not just "airports") so that all real runways are represented. Add ~3800 "medium" sized airports Add ~4200 "small" airports Use this bulk config generation method to add 100’s of airports on Kerbin, too. Add detailed version of real SPACEports. Generate configs for NavUtils Known issues: Elevations for high altitude locations are messed up. Fix coming soon... Changelog: 0.0.1 - Alpha 1.0.0 - All 600 "Large" airports around the world 1.0.1 - Fixed runway elevation/ground level mismatch (most noticeable at high altitude locations) - Added an empty facility. Currently users will have to turn on the merchant feature themselves, and select a fuel type when they arrive at each airport. Hope to get this working better soon.
  3. 3 months in the making, I present to you my masterpiece. Hope you enjoy and thanks for stopping by! (YT really doesn't like dark scenes btw)
  4. As RSS, KSRSS is a mod intended to transform the stock solar system into the real solar system, but at stock size, with the objective to let you explore the solar system without many mods necessary in a RSS save. Also, we worked hard to make every body of the system pretty and unique. For example, with KSRSS, you can find dust storms on Mars, geysers on Enceladus, snow at the pole of the Earth and many other things. New feature in 0.7 : Contract Pack ! A contract pack is now included in KSRSS. They replace the stock exploration contracts. You need Contract Configurator or the contracts won’t appear. A “Probe before kerbal” tech tree is highly recommended. Here are some of our recommendations : SIMPLEX Tech Tree TETRIX Tech Tree Kiwi Tech Tree Probes Before Crew Pics DragonFly on Titan by @Zarbon44: DV Map Size x1 (default) Size 2.5x Installation and Download Soon Recommended mods Kronometer - Fix the ingame clock so one year = one actual year. Also fixes the day definition in x2.5. CapeKanaveral - Adds Cape Canaveral in KSRSS. ONLY FOR x2.5 KSRSS. BetterTimeWarp - Warp faster Compatible mods KSRSS is compatible with: CRP RationalResources FAR Kerbalism KopernicusExpansion (footprints) DistantObjectEnhancement PlanetShine KSC-Switcher Kerbalism RemoteTech FinalFrontier ResearchBodies Scatterer EVE SigmaBinary KSCExtended FAQ Q: I want Pluto and Charon to be a binary system. A : Install Sigma Binary. Q: Is this a continuation of SSRSS? A: It’s not. The idea is the same, but SSRSS is a rescale of RSS. KSRSS is a completely independent mod. Q: Are you looking for translators? A: We are! Currently, KSRSS is available in English and in French. The Chinese translation is incomplete, and we are missing the other languages. If you want to help with translation, join our discord : https://discord.gg/DDENnkn Q: I found a bug, how do I report it? A: Post a message in this thread with: a screenshot of the problem (if applicable), a screenshot of your GameData folder, your KSP version and your KSP.log (you can find it in your KSP folder) Do not paste the KSP.log here, upload the file to a sharing service (Google Drive, Dropbox, …) and send the link here. Make sure the link is public. KSRSS is made by : Tony48 Kierra Fitz Natsukira Invaderchaos With contributions by : Rezza CapCom KerbalSpaceChallenge XCM42-Orion Special Thanks : sDaZe and Galileo - For creating and maintaining SSRSS, the first mod to make a stock scaled real solar system in KSP, and what inspired us to make KSRSS. Gameslinx - For developing Parallax and helping us with the configs RTB, prestja, Thomas P and other Kopernicus contributors - For making planet modding possible NathanKell and the RSS Team - For making RSS and the textures we are using for KSRSS. License and legal stuff Source code : https://gitlab.com/ksrss/KSRSS/-/tree/megapack
  5. Someone would have or could make a configuration of Tantares for RSS / RO 1.6.1, I would like to be playing with the N1 but the mod that I usually used for some reason is pulling a lot of ram, anyway this is another problem, but then I remembered from Tantares and I thought it worked on RSS I tested it and found out that I need to change the mod settings to work, could someone do that?
  6. Does anyone know any mod that has the N1 for RSS? I wanted to use Tantares but when I install it it appears in the name of the non Ro pieces, and none of the pieces work in the RSS nor the propellants are switched to the ones from Real Fuels, I know it has Soviet Rockets but this rocket for some reason it pulls a lot of ram from my pc, does anyone have any ideas?
  7. Hello guys! welcome to my 16K RSS texture pack Ver. 2.2.2: ckan support update This texture pack is High res planet texture pack for Real Solar System. with this texture pack, you can get better visual experience as you can see down below. WARNING: this texture pack is tested in 32GB ram, i7 9700k cpu, and RTX 2070 gpu. i can't guarantee that there'll be no performance issue in below this spec. Minimum ram requirement is 16GB. you will need more then 16GB for stable play with more mods. screenshots (outdated captures from 2.0.0 , will be updated soon) Download Link: Click here! For 1.3.X~1.7.3 Temporary Link: Google Drive For 1.8 Temporary Link: Google Drive New Github Link: Click here! the file size is very big so it'll take some time to download. (SpaceDock doesn't support large file upload for now. this warning will be removed after SpaceDock upload is finished) Thanks to einsbon for image processing tool (to ver 1.2.1) Thanks to COMP for much better and accurate, and easy to use image processing tool Installation: (Excerpt of installation guide from Real Solar System Textures README.txt) Unzip the RSS-Textures folder in the GameData folder in the archive to your KSP GameData folder, so you'll have KSP/GameData/RSS-Textures (and inside that lots of dds files) ckan support: search vannadin in ckan! Requirements: you can see requirements and dependancies in RealSolarSystem mod forum page. known issues: some of the normal maps will have problem with principia. I don't know why. problem solved. these normal maps are using the alpha map as x-axis normal map. some KSC locations may have trouble with landscapes surrounding it. for now, I only considered Kennedy Space Center location. Status update: I'm working on make it support ckan. but it's size is too big for github or other ordinary cloud server service. please wait little bit more about ckan support. now ckan support this texture pack! I think I need to make a donation link(of course you will able to download my texture pack without donation). If you have an opinion, please let me know in the comments. Changelogs planned features image source License: CC-BY-NC-SA 4.0
  8. Here's a video i made of my manned mission to mars and its two moons i did recently it took 3 days to do.
  9. Hello guys I didn't found any topics on Spaceplane in RSS mode, so I create this one I am playing RSS (Real solar system) on KSP 1.7.3, but not R . It is yet a big challenge to send a rocket or a spaceplane in orbit as you have to reach Mach 25 or more than 7500m/s to be free from gravity. Stock engines stock are not an option to send a rocket or a spaceplane in orbit and I use Real Scale booster engines and OPT mod engines. SSTO is impossible. What I decided is to create a Stratolauncher, then have a spaceplane on the top to launch it at the Stratolauncher ceiling at the quickest speed to achieve orbit. For planes OPT engines are very powerful and we can reach 48kms as ceiling. Then launching speed depends on the StratolauncherTWR and 5000m/s are reachable . To achieve orbit climb you can't rely on gravity turn, and you must use the PrimerVector method that Mechjeb is using in RSS/RO which is to adapt your speed vector to be as near as possible from your apogee (less than 15s is great) to achieve your orbit in only one burn......That allows to save a lot of DV. Atmospheric autopilot mod is a good mod to fine tune your speed vector while piloting your spaceplane to orbit. My first spaceplane is designed to reach the moon orbit. I built a ascent and a descent stage behind the cockpit to make this stuff detachable from the spaceplane core. So, the cockpit will land on the moon, then leaving the descent stage on the moon, it will climb back to orbit and dock to the spaceplane core. The shorter spaceplane will fly back to earth Meanwhile, using FMRS, the Stratolauncher will land to base. The base is Kourou. Here is my trip to Moon in RSS with The Stratolauncher, renamed StratoRaptor and the Spaceplane Raptor whose cockpit will undock and descent on the moon. We need to reach 25, around 7500m/s to leave Earth, which is impossible with an SSTO, even with OPT engines That's why I create the Startoraptor launching the Raptor Spaceplane. Weight of the raptor in charge is around 153T The 4 hybrid engines of the Raptor leaves 13000DV range in vacuum provided you give them 50 electric units/s during engines run The cockpit with its descent and climbing stages decoupling from the Raptor core are the Moon lander. Here is the service bay with 20 NearFututreElectrical RTGs to help the Hybrid engines in close cycle mod Here is the Stratoraptor 995T bicockpit plane with 80% fuel. 12 OPT J61 engines giving a TWR >3 at the engine ceiling around 48500m. That allows More than Mach 15 at launch Take off and heading 117° to be on lunar plan Climbing 70°, acceleration around 15000m and mach 2.5 Leaving 37000m under acceleration, we try to stay a near as possible from apogee: see the MechJeb PrimerVector concept in RSS/RO in the RSS RO wiki (very interesting) 43500m; Mach 13.5 less than 5s from apogee, great acceleration, we should launch at more than M 15 Launch at more than mach 15 StratoRaptor being in sub orbital flight with engines shut that 's an awesome optimal climb for the Raptor reaching 5000m/s a 52000m Approaching orbit with more than 10000DV Lunar transfert calculation Meanwhile with FMRS,we come back to the StratoRaptor which is 1200kms far from base. The best return flight to spare fuel is the following: vertical dive engines shut, then engines relight under 30000m, inverse Immelmann to climb to orbit we begin climb on the back around 13000m Then half barrel roll and climb to suborbital A second suborbital climb is necessary to avoid fuel shortage the shortest possible approach we try the runway which is very hard with such a big aircraft. Use of Atmospheric autopilot is a great help On the ground Here in lunar orbit, undocking the lander Lander retrobreaking Gear down fine landing Crew goes out to plan a flag Climbing back to cockpit for departure The descent stage stays on the Moon climbing to a 45kms orbit Back view from tanks and climb engines Calculation of docking point approach and angular alignment on the fuselage Cockpit docked and well aligned, Raptor is now shorter as we left the descent stage on the moon 7000 DV left for earth return 2mn HD vid for cockpit separation and landing https://youtu.be/Oub2VP7PagM 2mn HD vid Cockpit docking after moon climb https://youtu.be/K45A36cMzak 815 DV for earth injection Then 1800 Dv to get 8000kms apogee with 160 perigee Then still 1500Dv to circularize at 160kms break enough for re entry South burn aligng with the launch base, it's 1300 DV more due to overheat speed brakes are destroyed lighting engines in air breathing mode long final on Kourou runway Kourou which is an island like all other bases in RSS (I think it's a bug from the mod which is not updated for KSP 1.7) Landing fascing East, too long, pull up and landing facing west long landing and stop at the very end of the runway Conclusion I am happy with Stratolauncher to launch spaceplane. It works very well with OPT engines. Maybe it could be a good idea to gat a back inflatable shield on the spaceplane to spare aerobraking fuel I am planing a bigger Stratolauncher to launch a bigger spaceplane including cargo hold for a rover and more DV
  10. RSS is not working I tried reinstall it. help me plz https://imgur.com/kb73cLU https://imgur.com/eLYsMNJ
  11. Hi @pap1723, hi forum I started a new RSS + RO + RP1 career on KSP 1.6.1 recently and followed the installation description for RO / RP1. They suggested, amongst other mods, RO Tanks. The RO Tank I should have max 560~ liters. When I downsize the diameter to 400mm, the maximum length of the tank i can setup is 600mm which is about 46 liters. Is it as intented to have that ratio? Thanks and kind regards PatSch
  12. I think i found a way to stop the fuel from boiling away without installing extra mods! 1. Go to your KSP folder and enter the "Game Data" folder. 2. Go into the "Real fuels" folder and then into the "Resources" Folder. 3. Look for a file called "ResourceHsps.cfg" and enter it with notepad. It should look a bit like this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } ... 4. Look for this: @RESOURCE_DEFINITION[LqdOxygen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) %conductivity = 0.152 } @RESOURCE_DEFINITION[LqdHydrogen]:FOR[RealFuels] { %hsp = 0 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for H2 on wiki %vsp = 0 // heat of vapourization (KJ/tonne as units) or 8.97 * 10^5 or 8.97E5? %conductivity = 0.072 } 5. Change the value of "%vsp = ..." to 0 at both fuels. 6. Save and enjoy the game without fuel boiloff! If somebody has a better solution please let me know!
  13. Hey, guys! For the last several months i've been working on my new KSP video. It would be action miniseries of 6 episodes, 20-25 minutes each. Here we go!
  14. I'm using RSS, which I managed to get installed on 1.7.3, and I've also got FASA working. I noticed, however, that the ISP of all the engines is a lot higher than I think it's supposed to be. For example, the ISP of the Swivel engine is 425 ASL and 544 VAC. That's a lot higher than stock. Does anyone know why this would be? Maybe just a compatibility thing, since neither of these mods is really supposed to work in 1.7.3. Is there a setting somewhere I can change to fix it? Thanks.
  15. 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
  16. Hi there, and welcome to the Real Enhancements development thread. This mod aims to continue and expand pozine and imkSushi's Real Solar System Expanded mod. I plan to incorperate and restore the majority of objects in the mod My aim is to create a modular experience, so people can download packages based on their interests and their ability. I know this seems ambitious (especially RealStars, that one is going to take a while) RESPOSITORY LINK (outdated): https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing Github: https://github.com/AR3S-Vega/RealExpansion/releases It is recommended to install RealPatch to fix inclinations, other wise the inclinations of newer objects will be broken Discord Server (because Kopernicus won't give me a channel): https://discord.gg/pWfYbfm Requires: Kopernicus ModuleManager ModularFlightIntegrator RealSolarSystem Skybox requires TextureReplacer Catalog: As i said i wanted the mod to be modular, and you will be able to download each package individually. So if you are less experienced with RSS/RO you can download the NEO package, and if you want a challenge you could download Stars or ExtremeTransNeptunian objects Things i want to add (yeah i stole this image from imkSushi's thread) Current Status: Abandoned Credits: Me ("Our Benefactors") for doing something @Xurkitree for help with Kopernicus and RealAftermath @Noah the Smol and @GurrenLagannCWP (if I have the right accounts :P, most of the discussions have been done on discord) for working on RealHypotheticals pozine for making RSS Expanded in the first place imkSushi for restoring RSS Expanded NathanKell for Real Solar System AndrewDraws for RealExoplanets Gregrox for letting me use his sunflare TSMP for Kopernicus Squad for KSP imkSushi's old thread: pozine's old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  17. When i try to install RSS into my KSP 1.7,IT WORKED!OMG After a while of research,I found that MechJeb,KIS,GPP works too! P.S. I used CKAN to do this
  18. I make a lot of space video using KSP - mostly real missions, but some other ones too. That latest is...
  19. My RSS save has a huge graphics error on Earth. I'm using KSP 1.3.1, scatterer 0.0320b, Kopernicus 1.3.1-3, and RSSVE 1.3.1-6. Below is what it looks like in DX11 and regular (I believe DX9?) Here is all my mods too:
  20. - A place for others still playing Galileo's SSRSS to share ideas about how to keep this great mod working - NOTE: This is not a relaunch or a revival. Nor is it a petition to the author or attempt to get support from him. He locked his SSRSS thread and AFAIK there are no plans to change that. We are here to help each other. For those interested in trying this out, the SSRSS mod is still up on GitHub. - Remember, this is unsupported, so be prepared to work things out for yourself - Install Instructions: (additional detail on the Github site) Download Kopernicus: https://github.com/Kopernicus/Kopernicus/releases Download and install RSS: https://github.com/KSP-RO/RealSolarSystem/releases (ONLY install the RealSolarSystem folder. The bundled Kopernicus and ModularFlightIntegrator is outdated) Download and install RSS TEXTURES: https://github.com/KSP-RO/RSS-Textures/releases Install Sigma Dimensions: https://github.com/Sigma88/Sigma-Dimensions/releases Install the SSRSS folder into your GameData folder: https://github.com/Galileo88/SSRSSContinued CKAN Install: I've had success setting CKAN to accept KSP 1.3 files and installing SSRSS that way. Feel free to try it FAQ Does this work with newer versions of KSP? Several of us have had success using the current version of Kopernicus. That said your mileage may vary, especially with regards to other mods. How do I get help / support? This is very "Do it Yourself". Before asking questions please read carefully through the install instructions and try to solve it. If you figure something out feel free to share Can this mod get re-released? There are no plans now and AFAIK the author doesn't intend to either. If you have modding skills and want to adopt it I would ask Galileo directly. Can anyone (fix this) / (change that) / (Make it work with X)? Only if we can do it ourselves. We can't expect support from the author and we aren't going to ask. Original locked thread here: Still a lot of good info on there if you want to read through it:
  21. OUTDATED THREAD, NEW THREAD HERE Hatsunia is a country that exists in a parallel universe in the place of Japan. It became a democratic constitutional monarchy in 1868. In the late 19th century, the Micronesian islands were purchased from Spain, being called Mikuroneshia (pronounced with a mee-, not my-) in Hatsunese. This would be the only territorial acquisition by Hatsunia; no annexation of Korea, Taiwan, or anything else. Instead of becoming a militarist and ultranationalist empire, Hatsunia stayed a democracy and joined the Allies during WWII. (edit: moved captions above images) In the early 1950s, a facility for testing sounding rockets and missiles was built on the island of Negishima (3.9°N, 139°E) in the autonomous prefecture of Parao. It was coincidentally shaped like a green onion. (imaginary island made by editing EarthHeight.dds and EarthSurface.dds) This location was selected because a proposal for the site on the mainland brought concerns from the fishing industry that rocket launches could disrupt harvests, resulting in a limited period for launching rockets (190 days a year). It was also selected for the potential of orbital launches due to the faster rotation of the Earth near the equator. Sounding rockets would be tested by the Rocket Development Promotion Headquarters of the Hatsunia Science and Technology Agency in cooperation with the Institute of Industrial Science at the University of Miraito. In 1962, this division would eventually become the Hatsunia Aerospace Science and Development Agency, or HASDA. Hidemi Utagawa was a key figure in the development of Hatsunese rocketry. 1956-08-31 01:39:00 UTC (10:39:00 Hatsunia Standard Time) Lift-off of Negi-A, the first sounding rocket of Hatsunia Diameter: 339 mm Height: 7.1 m Wet mass: 958 kg Dry mass: 213 kg Propellant: Solid Specific impulse: 220 s Thrust: 28.2 kN Burn time: 57 s Used Procedural Parts, B9 Procedural Wings, and NEBULA Decals captions provided by Historian Expanded with a custom config
  22. This was done with the WIP Raptor engines, but I downrated them 20% from what's in the current RO based on new chamber pressure estimates from SpaceX. Had a lot of fun (no really!) playing with KOS to set up a precision booster landing program. Thanks to CalebJ2 for sample code and for getting Trajectories support added to KOS. First Stage VTVL, Second Stage VTHL, 100 Tonnes to orbit. I have the unedited version if anyone wants it, but it's over an hour due to the long shallow re-entry.
  23. I use Ksp 1.4.5 RSS and some other mods. Whenever I Enter the influence zone of the Moon my game freezes about 5 minutes and then it crashes. It doesn't matter either I enter the orbit legit or via cheats. https://www.dropbox.com/s/hmh7jx4meppsapi/Crash_2019-01-12_102800.rar?dl=0
  24. Beyond Earth Introduction The year was 1946. The Second World War had just ended. It was the dawn of a new age on Earth. The victorious Allies, led by the United States, the United Kingdom, the Soviet Union, France and China, had assembled themselves in what would be known as the United Nations, so that all of the world could be at peace. People looked at the future with hope, having witnessed first hand the horrors of the War. That, unfortunately, would prove not to be the case. The world was now split into two, under the shadow of the USSR to the East, and the US to the West. Yet, no matter the political differences, the remaining superpowers, the US, the UK, and the USSR in particular, symultaneously turned their eyes skywards: the future laid not on brown soil, but in the blue skies above. True powered aircrafts had been born just forty years before, but now they bore little, if any, resemblance to the Flyer built by the Wright brothers, and there were rumors about an American prototype which was capable of going past the Columns of Hercules of Aviation: the sound barrier. But, while aircrafts were the big thing for the general public, a small, if resolute, group of scientists and engineers had their focus on another marvel of technology: the rocket. The history of rocketry had started many centuries before in China, but the most important advancements had been made much more recently. It was almost universally agreed, however, that the greatest pioneer was Kostantin Tsiolkovsky, a native Russian, whose ideas on rocket propulsion and propellants, but most importantly, his equations, had laid unknown for quite some time. In the US, during the 1920s, the famous inventor Robert Goddard had developed, and launched, the first ever liquid propelled rocket. In Germany the Verein für Raumschiffahrt (VfR, of Society for Space Travel) had had some significant developments as well, in particular regarding the use of Liquid Oxygen and Ethanol as propellants, before dissolving in 1934. In the Soviet Union there had been numerous inventors, notably Valentin Glushko, whose team conducted hundreds of tests, but the Purges of the late '30s soon put an end to these experimentations. During World War Two rockets were used by almost every party, mostly for battlefield-level weapons, such as the Rocket Anti-Aircraft Artillery of the Royal Navy, or the Katyusha rockets of the Soviets. But the most interesting, and fundamental, designs came from the United States and pedant Germany. In Germany, the infamous V-2 rocket had been developed and fielded during the war by a team headed by Wehrner von Braun, who was later extradited to the US along with most of his team. It was a most revolutionary design, a "ballistic missile", capable of a range of 300km, hitting, albeit with disputable results, the British mainland. These rockets had very advanced features such as HTP-driven turbopumps, and inertial guidance. Even further, these rockets scraped the edge of space on their way to London. In the US, while no actual full scale testing took place, there was a much more ambitious program. Developed in complete secret under the codename Project Prometheus, the initial plans called for a two-stage rocket, large enough to throw a (theoretical, at the time) 7000kg nuclear bomb across the ocean, in the instance of British surrender and/or full Soviet control of the European mainland. While this concept never came to be, a series of scale motors were built, and this experimentation meant that an experienced team was readily available in the US for subsequent programs. In late 1947, however, the unexpected happened. This team of American engineers, now joined by the Germans under von Braun, was approached by a British organization, who wished to join their forces in pursuit of a greater goal: exploring space. The project was left off to rust for quite some time, but, following several years of negotiations, of course keeping the public in the dark, the plans were approved and signed by future Administrators Sir Philip Perrington and General Garrett H. Woodward. Finally, on December 19th, 1950, the International Rocket Society came to be. Roundel of the International Rocket Society from 1950 onwards
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