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  1. How i can setup the ascent guidance to orbit on RSS.
  2. It's possible to config the Tantares fuel tanks to rss ?
  3. I don't know why but Kerbal Konstruct don't work in my KSP RSS in 1.8.1... The kerbal konstuct logo show up but when I do Ctrl+K nothings append. Can someone tell me what to do ? I already tried to change KK version but that don't change anythings.
  4. i have recently started playing RO/RSS and wondering if they are any other mods that are not officially supported by RO/RSS but work or have configs.
  5. I want to make videos of orbits and the ?questionmark? objects are a distraction. Is there any way to prevent these objects from showing up? I'm using the RealSolarSystem mod.
  6. I tried to build a moon rocket but I have a graphics issue I think.. Just look! https://ibb.co/Pg2b56j https://ibb.co/P4Wx9cC https://ibb.co/DMwDyvp Sorry but the insert image button doesn't seem to work. Below is my installed mods list: https://ibb.co/xLnJ0vW Thank you!!
  7. I love Principia but find it too time consuming to constantly switch around to do 'orbit maintenance' when there is long term precise requirements. Real satellites have a delta-v budget, ion/rcs engine and a team of people dedicated to this. Anyone know of any mods that will maintain my n-body orbits for me (obviously only until my fuel is used up)?
  8. I've been playing KSP for a few months and had a great time with it - only using career mode so far. Having watched a bunch of videos on youtube, I had noticed many of them seemed to not be launching from Kerbin. So after some investigation, I found out about the RealSolarSystem mod and some further investigation - a beginner guide to modding KSP (that has sadly been left to rot and is now no good for specific mods)... long story short... I installed the latest versions I could find of - Kopernicus (1.9.1) Module Manager (4.1.3) Real Solar System (16.4) And the 4k RSS_Texture pack (no version number but updated 4 days ago) After some initial issues with the location of the textures, I finally got a clean load with these mods installed and no errors... noting the textured being loaded during the startup sequence I was excited to start a new career mode in our Solar System. To my dismay... after starting a new save, i was still on Kerbin. I would really appreciate some help with this as I am usually a purest and have never modded any game before this so there may be something simple I have missed. I checked for other threads on this but only found out dated ones that didn't address this particular issue. Thanks
  9. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  10. 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)
  11. 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
  12. Hi everyone, First of all i'm new to this forum (even though i'm following it for a long time now) and i want to thank you all for the wonderful job you're doing with it. I'm experiencing a bug with my install, All the science equipment stopped working, more precisely i can't right click them, only the film return camera displays the option of opening the doors but i can' run the experiment, after some testing i found out that only the magnetometer boom and the plasma detector are working proprerly. This bug occured during a Carrer save file, all of a sudden it stopped working (i noticed it after a moon landing) and only the vessel built and launched before that mission have working science equipment. The last mod i installed was FASA, i tried to disinstall it and start a new carrer but the bug is still there. Here is the list of mods i have installed: Soviet Probes v2.0 Soviet Rockets 1:v2.1 Stock Extension v.25.2 TACLS v0.12.3.2 TACLS RO config v11.3.2 Taerobee Stockalike x-1_more 1.2.3 Tantares 36.0 Tantares LV TextureReplacer v2.4.13 Toolbar 1.7.12 Universal Storage 1.1.0.15 US Probes Pack v0.53 Ven’s Stock Part Revamp v1.9.5 Soviet Engine Pack 0.1 Soviet Engine plugin v2.3 SmokeScreen Extended FX Plugin 2.6.17.0 Skylab v1.5 ShipManifest 5.1.2.2 ScanSat v16.6 Rocketdyne F-1 1.2 RemoteTech v1.7.1 Realistic Progression 0 v0.51 RO Craft files v11.3.2 RO v11.3.2 Real Heat v4.3 RealChute v1.4.1.1 RSS Texture 4096x2048 v.10.4 RSS v.11.4.0 Real Scale boosters 0.14.5 Real Plume 2:v10.5.1 Real Fuels rf-v11.3.1 RCS Build Aid v0.8.1 Procedural Parts v1.2.5 Procedural Fairings - For Everything v0.2.0 Procedural Fairings v.3.17 Persistent Rotation 1.8 Near Future spacecraft 0.5.1 Solar Core 0.6.2 Solar 0.6.2 Propulsion 0.7.4 IVA Props 0.5.1 Construction 0.6.4 Module Manager 2.6.25 Modular Flight Integrator 1.1.6.0 MechJeb2 2.5.8.0 KSP AVC 1.1.6.1 KSC Switcher 0.6 Copernicus Planetary System Modifier 2:release 1.1.3-1 Kerbal Renamer 0.6 Kerbal Joint Reinforcement v3.2 KAS 0.5.9.0 Hangar Extender 1:v3.4.8 Forgotten Real Engines 0.7.1.0 Firespitter Resources coffin v7.3.0 Firespitter core v7.3.0 Filter Extensions - Plugin 2.6.0.1 FAR 3:0.15.7.2 Dmagic Orbital Science 1.3.2 Deadly Reentry Continued v7.4.7.1 Custom Barn Kit 1.1.9.0 Contract Configurator 1.19.0 Connected Living Space 1.2.3.0 Community Tech Tree 1:2.4 Community Resource Pack 0.6.3.0 BahamutoD Animation Modules 1:v0.6.3.1 B9 Part Switch v1.4.3 B9 Aerospace Procedural Wings - Fork 1:0.40.7 Atomic Age 3.2 Antares.Cygnus 1:v1.1 Advanced Jet Engine v.2.7.2 FASA 5.44 All of this mods except FASA were installed using CKAN. And here is the link to the player log file: https://www.dropbox.com/s/u1d25xfh8yab8a7/Support.zip?dl=0 The game version is 1.1.3 and i'm running Mac OS X. I apologize for my english, i hope that what i wrote it's clear. Thanks for your time and your help.
  13. 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
  14. 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?
  15. 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!
  16. 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.
  17. 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
  18. 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
  19. RSS is not working I tried reinstall it. help me plz https://imgur.com/kb73cLU https://imgur.com/eLYsMNJ
  20. Early crewed Moon landing Nasa proposal Gemini Lander I've just managed to do this early "low-cost" Nasa proposal to a cheap and fast moon landing, since our space program is often running out of money ( big hug to RP-1 team) . Of course, this little thing never flown in reality, was one of the possible applications of the Gemini spacecraft (one design even was planned to a Mars landing!). First, have to launch the landing module, attached to a Centaur stage (2 RL-10 with restart capacity), in LEO. Launch vehicle is the great Titan III-E: first stage 2 solid boosters and LR-87 (burning aerozine/NTO in AJ-9 configuration), second stage is LR-91 (same, AJ-9 too), and last stage is hypergolic Centaur stage , just to finish orbit. Of course we have to launch in the plane of the moon, so waiting, to have right relative inclination. Initial ascent Booters separation, aiming orbit at 250 km: Then LR-91 firing, and finally centaur stage just a bit to finish the work: The Lander is hidden in the fairings, and on top of that, agena probe core/docking port for gemini spacecraft. Now let's launch the crew! The gemini spacecraft have been upgrated with a better service module, providing enough deltav to hopefully come back from moon orbit, and enough life support stuff. Same Launch Vehicle. Crew: Neil Amstrong, Alan Shepard. And launching from Cap Canaveral (same as before) Standing by the launch: Neil and Alan photographs from the launch tower for their respective wives when they will (we hope) come back: Now get in, and launch! Waiting to have the same inclination as our target and an acceptable phase angle to minimize rendez-vous deltav cost. Hmm, all this thrust, glorious. After getting rid of boosters and first stage, centaur is as before finshing orbit: After rendez-vous maneuver, let's dock this! Docked! Now go for the moon: After about 2 days of travel in this tiny spacecraft, and after circularization burn, Neil Amstrong is getting in the Landing Module, leaving Alan Shepard a few hours alone in moon orbit: Undocking, and centaur stage firing its last precious amounts of deltav doing the decceleration burn, after that the lander will be released juuuust to the do final descent, at about 2000 m above the terrain, meaning Neil Amstrong will land with a Centaur stage going to crash.. just under him. What a brutal Nasa idea! Almost, almost, now let's do it smooth (the lander is propelled with 1 or 2 kn engines burning Aerozine/NTO (unthrottable) and have very few life support on it). I made the lander with descent and ascent stage, but not necessary at all, as you can see. And done! Now let's get out quickly of this flying scrap, plant a flag, take one or two pebbles for our scientists, eat a snack on moonar surface, and get back! Good bye moon: Rendez-vous with Gemini, and EVA crew transfer: Now let's go back to our dear old Earth, have to aim the return Pe at 71 km to capture first, and then land, for good ( since the Gemini heatshield will burn up under that, and we don't wan't that). Second and final reentry: Chuutes, chuutes: And gloriously, marvelously, splashed in the Indian Ocean:
  21. RSS-RO-RP-1 Career I will post here some stuff about significant and important missions in my ongoing career (already started so quite a lot of posts coming. Right know I'm in Moonar landings era, deep space probe, etc). Enjoy! Difficulty settings: -general: Hard -have to purchase parts after researching them -no crew respawn/no revert flights (save and quickload yes) -remotetech and all other realism settings and mods: yes Other things: I choose to not focus on accurate historical launch dates and take my time (since it was stressful on others games I did). Sadly, I'm not using Principia because it causes my game crash/performance hungry. And I was not happy with Mechjeb integration, but maybe it's better today I don't know (Say me if yes! EDIT: Yes, now with Lamont's PEG branch) Summary Let's start! As always, starting with a bunch of sounding rockets launches, and all those lovely testflight engine failures First rocket, first contract: The Wac. Wac: max apoapsis: 96 km. Spinned fins to stabilize trajectory, little unstability at few seconds before engines cut off. Xaerobee: using the upgraded aerobee engine in XARS configuration. Same as before, but with max Ap around 225 km. I'm also using it for sounding rockets contracts: it can bring a 20 SR payload to space quite easely: Jus passing the Karman line: And finally, first recovered rocket, the Xaerobee-Kombak using a modified xaerobee. Scientific payload is 2 biological samples. Ap around 120 km: Ditch the fairings Separation of the return stage. Chute aaarmed. And back. Landing in Cap Canaveral city
  22. 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
  23. 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!
  24. 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.
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