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  1. Hello! I want to download Real Solar System. I downloaded it from https://github.com/KSP-RO/RSS-Textures, unzipped the file, did nothing to it and put it into the GameData like any other mod, but nothing happened! Can anyone tell me what I did wrong and where to download RSS?
  2. Hi guys!! hope everyone's doing great! Quick one over here: would it be too hard to create a simple mod that sounds an alarm when you are about to loose connection to the KSC or any other tracking stations? I am playing in RSS/RO with Remote Tech and I think this would be an useful thing to have
  3. Hey everybody, I want a flag on Pluto (using RO,RSS,TAC-LS,RT,kOS etc) and started by calculating different scenarios. It turned out, that Pluto is giving me some serious headaches. The biggest problem is the unneglectable inclination relative to the eclipse of 17° combined with Pluto`s excentricity. ---- I`m German, hope you understand what I write, feel free to correct me --- Scenario 1 is just a Hohmann Transfer to meet Pluto when he crosses the ecliptic. Scenario 2 is about meeting him at his Periapsis. I do not consider any swing-by maneuvers, because there would be to many odds... So in order to calculate Scenario 1 I need to know my speed relative to Pluto, when I meet him at the Ascending Node so I can calculate the burn that keeps me in Pluto-orbit. But here`s the problem: how do I know Pluto`s distance from the sun and his speed when he crosses the Eclipse? Is there any "general" equation that would be usable for other inclinded planets, such as Mercury as well? Scenario 2 would require to burn my spacecraft`s apoapsis to Pluto`s Periapsis. His speed and my speed at that point are easy to calculate. The advantage of this scenario would be a much shorter flying time, and therefore less weight (less life support). What I save on Life support could be added as fuel and increase the Delta-V for the "Flip-burn". On the way back to Earth I wouldn`t have to do the flip burn and use the Delta-V to reduce speed just before Earth-reentry and keep g-forces lower, since I would not have to dive too deep into Earth`s atmosphere. But how do I calculate the "Flip-Burn"? Flip-Burn", because I would stay at the Eclipse until intersecting Pluto`s orbital plane and change the inclination ("flip" my trajectory) there. How do I calculate my speed and my distance from the sun when intersecting Pluto`s orbital plane with my AP at his PE ? Any hints are welcome. Maybe someone has done and posted their math before, but so far I couldn`t find any. Cheers, Whateverest
  4. First off I can not say enough to thank all the great folks making some amazing mods for this game. The RO RSS community and its leaders/founders are just doing an amazing job and are really inspiring other people to new levels of exploration and mission planning. I recently came across stratochief66's thread "RSS - Challenges of Mars Missions" It involves using ISRU as a way to develop more feasible mission plans for Mars. I am trying to develop an orbital fuel/production station and a ferry for travel between the station and surface and for suborbital hops. These type of station and craft would be employed well down the road from the initial interactions with Mars like stratocheif66 is working on. I will start with one main station design and two ferry designs; one for crew transport and one for cargo/materials. Utilizing ISRU for production of additional fuel on the surface of the planet allows for much smaller craft with very reasonable round trip deltaV. Producing fuel in orbit also has its advantages that i will explore. Right now, I am working with a 70 tn prototype. It has about 4600 deltaV of fuel and can produce another 4600 deltV of fuel after landing over a period of 70 days. This is the crew variant and can support 3 persons for 210 days if needed. Crew, supplies, capsule come in about 7.5tn. So the cargo variant will have about the same capacity of 11% weight cargo for a 70 tn craft. This is a completely reusable craft, and will use a pure propulsion profile for ascent and decent. I may incorporate aero interactive devices of some sort to shave some deltaV requirements, but for now I am trying to keep it simple. I also do not want to use anything that I do not feel certain is modeled as closely as possible to a real life object. The orbital fuel station prototype is fairly simple and, when full, can refuel/restock a ferry twice, and has tank space to take on resources for fuel production in orbit. It will develop more as the ferry design is refined and we get a better understanding of the frequency of the initial transit scheduled. Even as it stands now it could be mirrored on a central hub or expanded to any radial degree desired. All resources are in color/pattern coded tanks so that I can get used to the proportions of volume and weight of the various resource components as I develop designs and test things. I am working with the basic RO RSS install and I only use RO modified stock and procedural parts. ISRU and Heat Pumps are my two part pack additions for my current testing. I use all sorts of visual stuff and control/metrics mods. Ill paste screen below with full mod folder. I have two videos of some of my initial flight tests. Ones is a decent from the orbital fuel station to the surface and the other is the ascent from the same location on the surface to the orbital fuel station after refueling with ISRU. Both trips had 500+ deltaV to spare so we are close to the set up that I will use. I would like to have 10% fuel reserve in the final design if possible. Mars Ferry Landing https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry Landing.mp4 Mars Ferry Takeoff https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry Takeoff.mp4 craft files for ferry and station as they are in these videos. https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry C1.craft https://thumb2016.s3.amazonaws.com/1616/test/Mars Station F1.craft I will always post the craft in the video so that anyone can try the same thing. I will also in the future include flight profile information to better help you get similar results. I have an educational background in math and physics, but I am a total newb to this game, community and rocket science in general. However, it is all about solving small problems and I love to do that. I am open to suggestions and alternative methods for what I am doing My next goal is to land two craft in close proximity. I will be installing scansat and researching to choose a good place on the equator for my landing site. Let me know if you are aware of a good spot. Right now I would like to be able to land +or- 0.5 km from a given target. Past close proximity landing, I have two areas I would like to address as I develop my station and ferry. One is to move away depending on the RTGs I am using for power. My current ferry prototype is using two of the largest chemical engines and will most likely be scaled back to one or two of the smaller units. This will increase the time on the surface and I will need to look at what my limits will be regarding that. In moving away from the RTGs, I need to develop a solar plan. At current, I am thinking solar panel systems that will be deployed/assembled by hand/robot once landed on the surface. While I could build a permanent large solar installation on the surface and use that to power the ferry's refueling process, I prefer to contain the solar harvesting potential in the ferry itself. Most all initial craft, I think, will need to be lifeboats, and all but stand alone systems. Relying only on permanent solar installations would also limit sub orbital hop range. Later these solar installations will be present, but for the initial ferries and surface infrastructure I want as much self sufficiency as possible. Two is to take another look at boil off and scaling for time and active craft in game. We have good hardware/mods to keep fuels at the right temp, but I would like to look at performance of cryo systems in martian atmosphere and power requirements. I know this will take a decent amount of power, and there may be limitations in direct exposure environments. Heat-sinking and other methods of local thermal stabilization may be needed, and long term, desired for efficiency. The station producing fuel in orbit will require the CO2 ferry and I have to really look at the fuel cost of bringing CO2 up. The savings in not bringing LqdHydrogen to the surface are small, but I think large solar solutions for processing will be easier in orbit. SO right now I'm going to scale down fuel production on the ferry and see if I can get a deployed solar solution to power it on the surface. Then based on a flight schedule of two ferries, on their new fuel period, I will see how much CO2 I can run to the station. Then I will make a fuel production schedule for the station. Then I can make a LqdHydrogen delivery schedule from earth. Then I can look at the whole chain and see the rough potential of two craft and one station, with LqdHydrogen support from earth. Then I can do a similar chain set up where all fuel is produced on the surface in a permanent surface installation. Fuel will be lifted via ferry to the station and LqdHydrogen brought to the surface via the same ferry. The station will still receive Hydrogen support from earth. In the end, I imagine, it will be a combination of the above that will take place for matters of convenience and complexity reduction as well as efficiency. While some of this can be explored by my rudimentary math, I find working models to really spell it out much better.
  5. To get a bit of a break in and to test out RP-0/RO/RSS etc I've been playing a career save in RP-0. To shake things up a bit (I usually fly US parts) I've been using only Soviet engines (with the exception of the Aerobee sustainer and Astris, since stock+SXT+VSR doesn't come with a Russian low-thrust service propulsion engine). Here's an album showing my LVs so far. I'll post replies with some notable missions. You can get all the craft files and subassemblies I've made here.
  6. Anyone have RVE working on 1.1.2?
  7. [1.1.0] LibraCORE is a core for my different planet packs, such as... Sonne System Gliese-581 System 23 Librae System Download & Kerbalstuff (SpaceDock) http://spacedock.info/mod/609/LibraCORE?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E It makes a celcestial body (Technically a star) called Libra that all my systems will orbit. It is going to be a black-hole kind of world with a large spinning and colorful disk around it, emitting a lot of light. Libra: Add Libra. Add accretion disk. Add special fx (this one might be a bit harder to do.) Possibly add a wormhole to go to it. (Also will be tough to do.)
  8. Sorry about the sound quality. Try to imagine I'm talking to you from mission control. In 1967.
  9. https://redd.it/4h66l8 Mods FASA launch clamp, procedural part and faring, AIES, American pack(my config for support RO), SSTU, scatter, Real chute, RO, RVE, nebula decal, KIS\KAS, texture replace, kerbal rename, mechjeb
  10. I need a heavy aircraft lifter for RSS/RO that can carry various payloads. I would like a cargo bay and cargo ramp. Any help is appreciated!
  11. This is my work in progress to reproduce (or just produce since it has never been built yet) the Skylon SSTO spaceplane design. Not really possible to do with current mods, so I'm modding the mods as well The goal is to add the near-future technologies needed for realistic SSTO spaceplanes in KSP. Current state: B9 SABRE engines are not powerful enough [fixed] by creating a new scaled up part, all dimensions of M engine multiplied by 2, Area parameter of AJE multiplied by 4, mass was already correct (14t for intake + body + engine) The design is not aerodynamicall stable (don't know if FAR is not realistic enough or if my craft does not match the Skylon shape and mass repartition) [fixed] by moving wings to the back and increasing the tail aileron vertical surface ; also adjusted engines inclination and vertical offset RO / Procedural Parts shielded fuel tanks are too heavy, and BalloonCryo type is not heat resistant [fixed] by adding a new tank type that matches the Skylon material (carbon-fiber reinforced frame, aluminium internal tanks, ceramic skin for heat shielding). I've tuned the mass so that it matches the projected 53t when empty, and set the skin heat resistance to 1500K (arbitrarily, they say it shouldn't exceed 1100K during reentry but the real thing surely needs some margin) Not enough drag during reentry, not slowing down enough (this is probably a FAR issue, I'm really far from the projected Skylon reentry profile) Too much heating during reentry (even when following the above linked reentry profile by adjusting velocity with HyperEdit, too much heat is generated, way above 1500K) Need to adjust fuel quantities to reach orbit with a 15t payload Current modelisation of the SABRE engine with Advanced Jet Engines is made so that Isp is unrealistic when throttling down in air-breathing mode (it goes up to 10 000s at 2/3, but should be arround 4 000s) The runway is too short (can be worked-around by taking off from the grass, or just hoping it won't break when falling down the end of the runway, and take off before falling in the sea) Let me know what you think or if someone already made a similar craft with Realism Overhaul?
  12. I've been searching EVERYWHERE for a real apollo mod. I've found fasa's mod which have all the parts to build one. However, it seems to be to small for the real solar system mod? I've watched all videos and tutorials and done exactly the same when flying but I don't have enough fuel to get to the moon. I get about 9119 Delta V from the fasa rocket. How can I make a realistic saturn V rocket that can get to the moon and back? Please help.
  13. Hello, people. I have a minimal experience of installing mods, with some small and quite insignificant ones like Chatterer, PlanetShine, etc. Now that I tried to install the monster that Real Solar System is, I've been experiencing huge problems. For once, neither CKAN nor manual downloads worked for me. CKAN shows errors all the time and stops the downloads and manual downloads just make my game crash. It's version 1.0.5. Does anybody know of any recent links I could use or anything?
  14. First i would like to tell the problem to everybody, I have this probe core in space, and it has so much actions like active engine etc. But i can't press on the bloody thing because of the window with actions. ITS TO BLOODY SMALL Does somebody know a mod/fix for this issue? main mod: realism overhaul
  15. Hello, about a week or two ago I decided to try out the realistic career mode mods, and I ran into a bit of a problem. I have unlocked an engine (I think the RD-103) which is the first big engine you get, and I've been having a problem with it. The engine is not throttleable, so I have to put a huge fuel tank in front of it to keep the rocket from going too fast in the lower atmosphere. However, eventually the engine fails, and leaves me with 3/4 of my fuel unused. This is getting really annoying. I would like to remove the mod that is causing the failures, but I do not know which one it is. I installed RSS RP-0 and RO via CKAN, and did not include many other mods besides the required ones for those big mods. I would appreciate any help with this.
  16. First off I can not say enough to thank all the great folks making some amazing mods for this game. The RO RSS community and its leaders/founders are just doing an amazing job and are really inspiring other people to new levels of exploration and mission planning. I recently came across stratochief66's thread "RSS - Challenges of Mars Missions" It involves using ISRU as a way to develop more feasible mission plans for Mars. I am trying to develop and orbital fuel/production station and a ferry for travel between the station and surface and for suborbital hops. These type of station and craft would be employed well down the road from the initial interactions with Mars like stratocheif66 is working on. I will start with one main station design and two ferry designs; one for crew transport and one for cargo/materials. Utilizing ISRU for production of additional fuel on the surface of the planet allows for much smaller craft with very reasonable round trip deltaV. Producing fuel in orbit also has its advantages that i will explore. Right now, I am working with a 70 tn prototype. It has about 4600 deltaV of fuel and can produce another 4600 deltV of fuel after landing over a period of 70 days. This is the crew variant and can support 3 persons for 210 days if needed. Crew, supplies, capsule come in about 7.5tn. So the cargo variant will have about the same capacity of 11% weight cargo for a 70 tn craft. This is a completely reusable craft, and will use a pure propulsion profile for ascent and decent. I may incorporate aero interactive devices of some sort to shave some deltaV requirements, but for now I am trying to keep it simple. I also do not want to use anything that I do not feel certain is modeled as closely as possible to a real life object. The orbital fuel station prototype is fairly simple and, when full, can refuel/restock a ferry twice, and has tank space to take on resources for fuel production in orbit. It will develop more as the ferry design is refined and we get a better understanding of the frequency of the initial transit scheduled. Even as it stands now it could be mirrored on a central hub or expanded to any radial degree desired. All resources are in color/pattern coded tanks so that I can get used to the proportions of volume and weight of the various resource components as I develop designs and test things. I am working with the basic RO RSS install and I only use RO modified stock and procedural parts. ISRU and Heat Pumps are my two part pack additions for my current testing. I use all sorts of visual stuff and control/metrics mods. Ill paste screen below with full mod folder. I have two videos of some of my initial flight tests. Ones is a decent from the orbital fuel station to the surface and the other is the ascent from the same location on the surface to the orbital fuel station after refueling with ISRU. Both trips had 500+ deltaV to spare so we are close to the set up that I will use. I would like to have 10% fuel reserve in the final design if possible. Mars Ferry Landing https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry Landing.mp4 Mars Ferry Takeoff https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry Takeoff.mp4 craft files for ferry and station as they are in these videos. https://thumb2016.s3.amazonaws.com/1616/test/Mars Ferry C1.craft https://thumb2016.s3.amazonaws.com/1616/test/Mars Station F1.craft I will always post the craft in the video so that anyone can try the same thing. I will also in the future include flight profile information to better help you get similar results. I have an educational background in math and physics, but I am a total newb to this game, community and rocket science in general. However, it is all about solving small problems and I love to do that. I am open to suggestions and alternative methods for what I am doing My next goal is to land two craft in close proximity. I will be installing scansat and researching to choose a good place on the equator for my landing site. Let me know if you are aware of a good spot. Right now I would like to be able to land +or- 0.5 km from a given target.
  17. Background I've watched a far too large amount of videos of peoples' adventures in Realism Overhaul and RP-0, and that's been a great inspiration for me to move to RSS/RO/RP-0. So I did that about 3 months ago. But I always felt something was missing. As interesting and exciting as it was seeing mission highlights, when I built my rockets, I always wondered "Why did he do that? Why not do something else?" and "I wonder how he designed that? What engines did he use?" and so on. But obviously that's far too much to cram into a 20-30 minute episode. But after having played RP-0 for a while, I figured "Well, surely others are wondering the same?", and so I gradually decided that since noone'd done it, perhaps I should be the one? I've watched some streamers of other games, and find I always gravitate towards the livestream format of players who know what they're doing and basically think out loud as they're playing, so you get to learn why they do as they do, and sometimes also figure out some of the finer nuances of very complex games. And RP-0 is very complex. So obviously, a livestream would be the answer, and indeed this series is sort of a re-livestream, but I take far too many breaks to livestream, and I never set specific times, so livestreams just aren't an option. Also, I don't want to restrict it to people who are watching, which noone will be since noone knows me. Instead I've just recorded myself playing, trying to make my thoughts audible, and this is the result. No editing, no missing that one vital bit I thought noone would care about. Just a rather meticulous guy playing a very complex game and explaining why he does what he does, and what measures he takes to fix his mistakes. I apologise for the poor microphone quality. There's a fair bit of background noise, so I set up a noise gate filter, but I might have to fiddle a bit more with it, because sometimes it eats a bit of the speech. The game This is RP-0 on normal difficulty, but with all game options turned off, so no reverting, no respawning kerbals and having to pay entry costs etc. I've set myself the restriction of playing only with American engines (since I normally play with Soviet engines and design around their philosophy), and while I have a ton of mods, I won't (read: will only very rarely) be using anything (such as Saturn V tanks, interstages etc.) but procedural parts for most of my rockets. Probe cores and pods are an exception. But you'll probably still find my rockets somewhat resemble the real life counterparts to some degree thanks to RO and TestFlight. The goal? Getting as far out there as possible eventually! I take things one step at a time, focusing on select space programs with well defined goals before moving on to the next ones. In this thread I'll post updates on the missions and links to the videos. Because I do videos, I won't be posting screenshots. I'd tried to get GameFramer KSP to work, because it's a lovely addition to my own mission log, but sadly I had some issues where it'd record the small bits of video and the highlights alright, but would fail to note down things such as max altitude, speed etc. Mission log: https://docs.google.com/spreadsheets/d/1YauwWoZO7qMTdKOs6Te68RKRn_tbZA38KqtXXapkluk/edit?usp=sharing Bootnote: I realise this format isn't for everyone, and I don't aim for it to be. This isn't made for entertainment purposes, but to serve as an inspiration for others who want a an RSS/RO/RP-0 experience, but get scared off by the complexity or get stuck wondering why their rocket won't go into orbit. I'm not a perfect player and I do and will make mistakes, but the aim is to learn from them, and hopefully for you to learn from them too. If you have any questions, don't hesitate to ask. Edit: Mod list since it's been asked for
  18. Hi guys. I make a rocket for rss and I wish to share with you a video of their construction and in the future crafts I'm going to make a video at all actually existing missiles and project. You can also use them by downloading from the list of mods or my build , which will appear tomorrow Ariane 5 and ATV
  19. Hi guys, I have decided to collect the Ariane 5 and ATV to RSS I made did not bad, but some configs I changed accelerators, for example, the original 20 %, give less thrust than the P80. Download craft https://kerbalx.com/MoNsTroo/ATV---Arian-5 I will add assembly of mods later for now you can estimate screenshots(4K) from my assembly of mods http://imgur.com/a/Qhsdj Craft and the list of mods will appear tomorrow
  20. I am working on a mission to Mars in RSS/RO. My planned mission architecture is most similar to Mars Direct. http://www.marspapers.org/papers/Zubrin_1991.pdf I am aiming to perform each mission using 2 SLS-like launchers. The primary hurdles I have found to carrying this out are the Mars Entry, Decent, and Landing (EDL) and in-situ resource utilization (ISRU) production and storage. Both of these challenges break down into a number of separate issues, most of which I have made at least a cursory attempt to resolve. I intend to lay out each of those challenges and note down my solutions to them as they are resolved. I also plan to store and organize a number of documents pertaining to these challenges here. At first, I will be focus on the workings of the craft that will land unmanned, fill its tanks using fuel made on Mars, and fly back to Earth with a crew. This craft is similar to the MAV as seen in 'The Martian', except it is expected to go all the way from Mars' surface to Earth. A: Mars EDL (Entry, Decent, and Landing): Lifting entry body design Propulsive final decent Possible HAID/Ballute usage Direct entry Site targeting: FAR, Mechjeb & Trajactories? So, I plan to leaf each of these out at a later time, but for now I will lay out the basics. My craft will be 30-60T when it reaches Mars. Some of that will make up the bus for powering and controlling the craft between the Trans-Mars Injection (TMI) and this point. To save on mass, I intend to enter the atmosphere directly from this trajectory, rather than braking into Mars orbit first. Most of my tests have been performed with a decent from Mars orbit, but I have performed some as well from this trajectory (thanks Hyperedit!) By offsetting the payload mass slightly and leading with a heat shield (not at max ablator capacity) I will be able to generate some lift, allowing the craft to slow down before entering propulsive decent. I have had success in achieving an L/D factor of 0.15 - 0.35 with this method. I expect fitting my final craft into a shape that can fit on this shield will be quite challenging. I predict that targetting will be the greatest challenge. I may need to learn and use kOs in order to accomplish 2 landings within 100m of each other I have performed some tests using the ballute from Inline Ballutes by riocrokite. I have found them to be quite functional, but further testing is required to see what value they might provide above that of just a blunt lifting body. I found found a few very useful and interesting videos on this topic, including this one from a Langley Research Centre presentation on Mars Entry, Descent and Landing with Humans. B: Mars ISRU (In-Situ Resource Utilization): Feedstock - LH2 from Earth, CO2 from Mars' atmosphere Conversion - Sabatier & RWGS Storage - Tanking & Cryogenic Cooling Energy - Radioisotope thermoelectric generator (RTG) There are many pathways to produce rocket fuels by leveraging native martian resources. A few of those paths are detailed in this paper by Pioneer Astro. I have added some parts to the RealISRU mod to represent the RWGS pathway as shown on page 15 of this document. To produce 1 tonne of methane & liquid oxygen (LO2) fuel per day will require a 375 kW power source. I currently plan to use a RTG to generate this energy, but I have yet to find a source for what such a large RTG would weigh. In this process, liquid hydrogen is brought from Earth to be used as feedstock for methane (LCH4) fuel. The hydrogen could potentially be sourced from local martian water, but I don't plan to add that functionality to RealISRU right now. My understanding is that substantial amounts of water would need to be taken from the ground, which would further require a ground distribution map of this resource on Mars. My intended fuel path could be carried out from any landing site, regardless of the availability of ground resources. My greatest challenge at the moment is the tanking and cryogenic cooling of fuel produced. Due to liquid hydrogen's (LH2) low density, it takes a not insubstantial amount of tank volume to bring enough LH2 to Mars The required hydrogen doesn't have a great deal of mass, but the additional tanks required to bring it might. To combat this, Pioneer Astro suggests that some tanks be used to carry LH2 from Earth, and then later be filled with LO2 or LCH4 as fuel is produced and LH2 is consumed. Currently, RealFuel tanks do not support changing the contents while in flight. Secondly, the stock thermal system & radiators appear unable to chill fuels to their cryogenic point. LO2 boils at 90.2K and LCH4 boils at 111.7K, LH2 at 20.3K. HeatPump appears capable of providing cooling, but so far I can only get it to chill tanks when the radiators are surface attached. Starwaster mentioned that it is capable of cooling a non-surface attached part, but it sounded like it would be a targeted part, and not the dozen or so RealFuel tanks I intend to use in the craft. When I setup the RealISRU parts I disabled boiloff for the realfuel tanks. In case you want to do something similar, by setting this value to 190 or something, I will be disabling LOX boiloff on that specific tank as long as the ambient temperature is below 190K. Example. Since the point of this project is to research the real life challenges of a human Mars mission and utilize realistic and probable solutions, I choose not to continue wasting time right now fighting with the issues of both stock and HeatPump radiators. Update March 9th: My RealISRU parts are live! Working nicely (with boiloff disabled) and a test craft made from stock/RO and procParts. Feel free to use it and create your own improved craft and mission profiles: https://github.com/jbengtson/RealISRU
  21. Hi guys! hope everyone's doing great! Let me cut right down to the chase and ask what's been puzzling me for the last few days. I CAN'T get a single spaceplane to re-enter from LEO. I just CAN'T. I am playing with RSS + RO + many realism mods in 1.0.4 - I have also tried in 1.0.5 and their corresponding mod versions to see if it was a bug or something, but I just cannot re-enter my spaceplanes. Stability is not an issue, as the spaceplanes maintain attitude effortlessly until they explode. Almost always, the part that explodes first is the cockpit - I've used the mk1 cockpit, mk2, and custom ones - they all explode. I have tried several designs, included wings on the bottom and starting right below the cockpit in order to provide some shielding - still doesn't work and the cockpit explodes at circa 80km (not even close to when things get interesting). I have also tried many different angles of attack: I dived straight into my prograde vector, I tried keeping a 20° pitch, even 40°, but the cockpit always blows up in flames. Please also note I'm doing it very gently, i.e. chipping my orbit down from 150x150km very slightly into the atmosphere. I have tried light aircraft (3T), heavy aircraft (40T), and they all keep blowing up I want my fancy MMH+NTO Luna Transfer Vehicle to be able to take my guys to the Moon and then return and land back like an airplane! If my above description sucks I can post images of the wretched spacecraft. Many thanks in advance!!!! love you all! PS: I'm THIS close to just sticking a big heatshield on the back of my plane and going butt-first (how am I going to turn around afterwards to land I just don't know...) please don't make me do this!!!!
  22. You ever wonder, "Gee, why don't we have SSTO's IRL?" Well, here's my challenge to you. Install RSS, and any other mods you choose. (No cheaty ones) Make an SSTO. Fly said SSTO. Post pics or video here. Best of luck, the best submission will get featured on my YouTube channel.
  23. Made a video, check it out!
  24. EDIT: crash solved (took some time to figure it out though). RVE asks you to replace the sharedassets9.assets file in the KSP_Data folder with one of their making. After I did this, the game would crash every time it completed loading on start up. After restoring the original .assets file, the problem was gone. Hi all, my game crashes the moment it fully loads. It does this every time, I think it has to do with RSS Visual Enhancements (RVE), when I installed it it asked if I wanted to replace ~6 files which were allready in GameData (but not sure, I installed like 5 mods today). Normally I'd simply do a full reinstall of the game and the mods and that would probably fix my problem, but with kerbalstuff being down, and because of that ckan not working, I won't think I'd be able to install all mods succesfully (I play with RO, RSS, RP-0, visual mods and lots of others). Here's the crash log https://www.dropbox.com/sh/vthvo6uubto7ucs/AACe4qRXmNdNrmIIwwScysQxa?dl=0 I tried to read it, but couldnt make sense of it... Anyone that can offer any help? thanks alot!
  25. There have been many threads trying to share RSS/RO crafts, but most are either hilariously outdated or just dead. So, I decided to create this thread to make some rockets that do everything, from lifting a Dontstayputnuk, to lifting 1000 tons to Lunar Orbit. I'll be putting in some of my lifters too. RSS rockets only please, no stock airplanes or anything like that. Feel free to post anything that can launch something from Earth to Orbit!!
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