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  1. 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
  2. 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!
  3. 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.
  4. 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
  5. Dragonfly mission to the ocean moon Titan Your mission is to create as realistically as possible the upcoming proposed Dragonfly mission to Titan, the ocean moon of Saturn. You can read about it here, its really cool. Basically, you have to fly to Titan (Laythe if playing stock), and set up a self sustaining base with explorer quadcopters that can go out and take samples and readings, then return to the main base. Categories are full Stock (visual and info mods only, nothing that modifies parts or physics in any way) or Modded ( I recommend Firespitter for excellent rotors, although your quadcopters will be large) as much as you like. Basically your job is to recreate the mission as close to real life as possible, either in Stock or Modded. I'll accept pretty much any entry, but if you need rules, then the rules are as follows: You must fly the mission, no cheats of any kind, although quicksave/quickload may be used as needed. Be careful loading/saving too much in atmo, parts can do strange things especially offsets You must leave Earth/Kerbin, fly to Saturn/Jool. Next you must make an entry with a heat shield and parachutes to Titan/Laythe, land and set up your base. Your base must be self-sustaining - if playing stock this will require an ISRU to allow multiple quadcopter missions. Your exploration vehicles must be VTOL, preferably as close to a quadcopter as you can make it. You may use jets or rockets since there aren't working electrical props in stock. They must be powered by RTG (like in real life). They must be able to fly 10-100km, take a sample, and return with it. There should be at least a conceptual way to refuel them, although I won't require a demo if the piloting is insane (landing on a docking port, etc). Lots of pictures! We are recreating a real mission, make it look cool!!! Scoring may evolve as new entries come in, since I likely haven't thought of everything, but for now it's as follows: Quadcopter points: Real Weight: 100 points if close to 450kg, subtract points for anything over (10 points/ton) Honest Quad: 25 points if 4 engines VTOL Real Science: 25 points if you recreate sample collection and analysis, seismological studies, meteorological monitoring, and local microscopic imaging using LED illuminators Reusable: 50 points if you show a full round trip copter sampling mission, and are prepped for another More Copters!: 25 points for each additional quadcopter up to total of 4 Mission points: Low Mass: 100 points if launch mass is under 100 tons, subtract 10 points for each 50 tons over weight. Orbital Genius: 25 points for each clever maneuver - aerobraking, gravity slingshots, anything that lowers dV and looks cool. Phone Home: 10 points per relay set up in system for a max of 30 points, it's nice to be able to call home. I will also award an arbitrary number of points for general realism, including but not limited to: Using Real Solar System Accurate models of rockets Making the spacecraft look and function as realistically as possible Finding something cool about the mission that I don't know about, and including it. Have fun! If you are ready to get technical, Here is more detail in a pdf
  6. 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
  7. TRANSMOGRIFIER The transmogrifier is a magic box. Put something in, turn the dial and out comes... ... ...different sized parts! (And maybe unexpected results...) This mod is a Module Manager patch that will rescale all parts in your game from kerbal size (~5/8 scale) to roughly real-life sizes (default setting). So Mk.1 parts are now 2m in diameter just like the Mercury spacecraft, but other scales are possible. This is a work in progress do not use in an existing game (probably best to use a fresh install), as this will break all inflight vessels and .craft files as well. I am posting the mod in this early state in the hopes of getting some feedback and help on things I'm stuck on or have not noticed yet. WHAT IT DOES -The basic patch resizes rockets to realish proportions (default setting) but doesn't change fuel capicities. This should play well in stock-sized solar systems up to 3.2x resized systems. OPTIONAL EXTENSIONS -Resize Internals - (and kerbals too!) - This makes IVAs match external sizes. -Full Tanks - Full thrust - Allows for a ultra-light realish experience, if you want to play in RSS or 10x resized systems. This patch requires SMURFF. (Balacing is WIP.) ISSUES -Not tested with mods at all. Stockalike mods will probably be ok, mods that do anything fancy, such as Procedural Parts and SSTU probably won't work. -Stock Fairings work, but the truss structure is not resized. -Internals are resized, inside kerbals are resized, is this a good thing or an abomination!!??!? -Fuel capacity and thrust increased to realish volumes, but not fully sanity checked yet. -Some of the older stock parts don't resize because they use a legacy method of defining the model and scale. I've kludged this to work on some of the Squad parts, but there might be some other parts I haven't noticed yet. -ModuleLiftingSurface values are not scaled, because I don't know what they mean. -Mod compatibility is incomplete GOALS -Allow a easier "kerbal-alike" experience on a real-life scale, without all the hassle of maintaining a Realism Overhaul install. -Refine resource volume changes -Make sure masses are reasonable -Find any bugs or unintended features -Integration with SMURFF and/or Sigma Dimensions to provide a light-weight realism mode. FEATURES Define your own scale! - Currently set to change parts to a human scale size. -If you need to exclude a part from resizing you can use this Module Manager patch. @PART[MySpecialPart]:FIRST { TransmogrifyExclude = true } DOWNLOAD - For any version of KSP 1.1 or newer GITHUB DOWNLOAD Requires Module Manager (at least version 2.6.23 for KSP 1.1), not included. Optional features require SMURFF , not included. SOURCE LICENSE CHANGELOG
  8. I make a lot of space video using KSP - mostly real missions, but some other ones too. That latest is...
  9. 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:
  10. 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.
  11. 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
  12. To celebrate / showcase the newly released RP-1 (for KSP 1.3.1; hey, don't judge us!), I'm running a Race Into Space game with some folks from the RO IRC and Discord. An extra quirk is that we're all flying from different launch sites, with a random draw order (I came next-to-last, but fortunately no-one grabbed the one I wanted). Our players are, in alphabetical order (and with links to logos for those who have provided one): Eagle, flying from Brownsville, Texas. @Norcalplanner, flying for KABOOM out of Cape Canaveral, Florida. @pap1723, flying for the Marshall Space Agency from Omelek Island (Kwajalein Atoll) in the Marshall Islands. scanistar, launching from the Chinese spaceport of Wenchang, Hainan. @shadowofneptune, flying for the Agência Espacial Ibérica out of São Tomé, colony of Salazarian Portugal. @soundnfury, flying for the Snowbird Space Agency out of Kodiak, Alaska. @vallin, flying for ISRO from Satish Dhawan, India. @wrobz, launching W Industries rockets from Kourou in French Guiana. We will be posting updates in this thread, and some of us will also be running Encyclopædia Kerbonautica instances to provide full launch libraries. (Mine is at http://jttlov.no-ip.org:8084/.) I believe also some players are planning to stream / record video of their campaigns. You can also keep an eye on where everyone's game is at the RIS server.
  13. RealSolarSystem Easter Eggs hunting! In my rp-1 career, as I was doing some unmanned Moonar landing mission, I saw, once orbiting the moon, that an anomaly was in my orbit trajectory, so I decided to precise land there, and I found this: A Neil Amstrong memorial!!! It excited me to found all others ones present in Real Solar System. So just started a new sandbox game to give it a try, and challenge my self. First I'll deal with Earth of course. Here's what the map says: I will start with the one which is North-East of Cape Canaveral Let's HUNT!
  14. Real Solar Sytem / Realism Overhaul / Realistic Progression 1 Kurgutovich Space Program, the Soviet way! Career mission reports Summary Early launches One of the first missions, a jealous copy of the V2 rocket, the K2. After WW2, well juust after the capitulation, a race occured between URSS and USA to found the V2 factory and learn about it, also, found its creator, Werner von Braun, but Americans were first! It was maybe the very beginning of the space race before actually doing it in space So the engine here is a early RD-100 (copy of the V2 engine) burning Lox/Alcohol: The goal is simply to learn about rocket guidance and rocketry in general (engines), by the way we also added some temperature and pressure sensors to studie the upper atmosphere, and the space border. Launch site: Baikonour cosmodrome max Altitude: 160 km (suborbital) Then, with this good knwoledge, we upgraded the engine to RD-101 for increased performances. This rocket was also fully recovered, to studie the reaction of a spacecraft after exposure to space environement. By the way, this was the first ever recovered object after reaching space. Morning launch: After reaching the space limit, deploying Kevlar drogue chute to start safely slowing down the rocket, until the main chutes deploy few hundred meters before the surface: And landed! From what we see, the rocket seems to have been exposed to very high radiation level, that confirms our scientists predictions (to celebrate that, they will simply take a vodka bath in the R&D center) Then, still upgrading the initial RD-100 engine, the K2-c rocket now allow a heavyier payload. So a mission was launched, to bring back the first earth photographs from space! Farings jetisoned, taking photos.. Released the return camera, it landed safely in the Kazak' desert. And finally, last upgrade of the K2 rocket, that broked an altitude record of 550 km!! Now, the polit bureau wan't to impress the world with its puissance, so they idea is to send some Kerbals up there.. This will be the Bayan program!
  15. Well, hello everyone! It would appear that I've gotten myself a copy of RSS/RO/RP-0 (in 1.1.3 for some obscure reason), and started a career mode. That may have been a mistake, but I may as well document my escapades, so, without further ado, here I go SCREAMING THROUGH THE COSMOS! Aridia - 1 Mission: Provide a nice fireworks display, or maybe send back some valuable data. Launch Vehicle: Aridia 1 Launch SIte: LC - 1, Cape Canaveral Date: 8/1/1951 Aridia 2 and 3 were practically identical missions (except Aridia - 3 only reached 61km due to a spin-stabilisation failure), so I shan't bore you with them. Aridia - 4 Mission: Get to space, and prove that in-flight staging is feasible. Launch Vehicle: Aridia 2 Launch SIte: LC - 1, Cape Canaveral Date: 6/3/1951 List of orbital Launch Vehicles (WIP) List of Kerbonauts (WIP) Class 1 (The Original Eight)
  16. Extreme Texture Overhaul for RSS What's going on here? This is my Extreme Texture overhaul. I enjoy trying to push KSP visuals to the limit, and this is a thread for people who want to follow what I'm doing, ask questions, and try my set-ups over time. I'm currently working on RSS but will also muck around with stock planets later on. So what have you done that's different? I've found a way to get extreme resolution textures working in game, so that means new seamless, non-repeating clouds textures, and also geographically accurate land textures both up to 64k. Any help on this? Absolutely, I've gotten testing help, code help, texture help, All sorts. I've especially gotten help from @Phineas Freak. Well not really. I used his scatterer settings for all planets other than earth without permission. I lack the knowledge and time to create something as nice as what he made. Sorry mate. (He knows) Any videos? My boy HellBlazer is in the first video, the second video is mine, and is a little more of a close look at E.T.O. Special thanks Credits - Support and tester @hellblazer - Scatterer by @blackrack - Support and tester @majorvader111 - Distant Object Enhancement by @Rubber Ducky @MOARdV - Support and tester @Dakitess - TextureReplacer by @shaw @RangeMachine - Support and tester @Felbourn - Environmental Visual Enhancements by @rbray89 @Waz - Early visuals messing around with @Duckyb4 - Scatterer settings by @Phineas Freak - The original Overhauler @pingopete - DeepStarMap by @Poodmund What is it's current features (in detail), and what could we see added later on? Manual installation 1. Make sure you have downloaded and installed the latest stable versions of the following required mods (note: I recommend installing the mods below via ckan) Module Manager Real Solar System RSS textures 8k version 2. Inside your GameData folder make sure you remove any instance of EVE, Scatterer, RVE, RSSVE ( or any other previous cloud, terrain, visual mods). They won't be compatible. Altered versions of Scatterer and EVE are included within the mod download. 3. Download E.T.O and uncompress it's contents. Inside the E.T.O folder there will be a GameData folder. Copy or move it's contents into your KSP GameData folder. 4. Increase your virtual memory (IMPORTANT) Google how. I currently have, Intial size-(4096) Maximum size-(4097) 4. Everything should be good, You have now installed E.T. Launch KSP and test your new PC melting visuals. Warning: Requires - 8GB RAM, and Windows 7/8/10 [Download link removed by moderator due to licensing violations] (1.1.3 Ready... Click the link) [Download link removed by moderator due to licensing violations] (1.2.2 Ready... Click the link..) Issues 1.2.2 Auroras need adjusting Cloud seams Earth texture color seams
  17. I need some help with my KSP 1.2 install. I have been having a lot of fun with it but my sun is too big! It's about 100x as big as the normal sun, and no matter what I do, I can't get rid of super sun. Here is an imgur link detailing my problem. It started after I installed RSSVE, although I know that probably isn't the problem. Anyways, some help would be appreciated. Thanks!
  18. In one of my RSS/RO/RP-1 campaigns, I ended up launching a spaceplane before any manned capsules (because reasons), and decided it would be fun to role-play a world where ballistic re-entry is considered unsafe for humans. This does of course make BLEO (Beyond Low Earth Orbit) missions rather awkward, as you can't use the atmosphere to slow you down on the way back. But, with a massively over-complicated multi-launch architecture, I managed to perform a manned lunar fly-by with nary a heat-shield in sight (and all LVs under 275t GLOM). The full write-up, with 65 screenshots, is here on my website.
  19. Far side lunar landing in RP-0. Tsiolkovskiy, large lunar impact crater located on the far side of the Moon was considered as a potential target for Apollo 17 mission. Due to a different geology landing on the far side could have returned significantly more scientific value than an additional mission to the near side. NASA however vetoed this idea as too risky, and Apollo 17 instead landed in the Taurus–Littrow valley on December 11, 1972. Mod list: http://i.imgur.com/c8pxnY7.jpg
  20. Warning: This is a Development Version that requires mods without official stable releases for Kerbal Space Program version 1.3.1, like Kerbal Construction Time. MODELS ABOVE ARE SCALED UP FROM STOCK, SSTU, BLUEDOG DESIGN BUREAU, REAL ISRU, REMOTETECH, NEAR FUTURE TECHNOLOGIES AND VEN'S STOCK REVAMP Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): 0.4.0.1: https://drive.google.com/open?id=1TXxPSq2Vu5GKRJjLvMpdYwrY-Qipp8CQ Last version for KSP 1.2.2: https://drive.google.com/open?id=0B45cFsYMm_H-UFNoTU5EbkFWOWs Older versions: https://drive.google.com/drive/folders/0B45cFsYMm_H-Y1dYdW5rUThXT28 This is a fork of RP-0 and RealismOverhaul which unlike them does not require RealFuels, initially created for personal use, intended to achieve the following: Make rockets, engines, etc behave as realistically as possible without replacing the default ModuleEnginesFX and without requiring specific configs; Convert some but not most real engine specs from RO besides RealFuels-exclusive specs like ullage, feed system and limited ignitions to Stock. Late game contracts tailored for and full compatibility with Umbra Space Industries Kolonization and Extraplanetary Launchpads; Career balance and custom contracts that are challenging, maybe near-impossible sometimes but without grind. Rewards might be excessive as of now; Career progression from sounding rockets to building and sending an interstellar generation ship into an escape trajectory out of the solar system. The Current features are: Contract pack from sounding rockets to not so near future kinds of missions like building factories in outer space. (WIP, not fully tested) Like in RP-0, some probes lack attitude control. Extra, usually heavier avionics parts are needed to control rockets. Procedural Avionics available. Near all engines have limited throttle. A generic patch sets up hopefully realistic throttle limits to complement what SMURFF does to stockalike engines. Real Kerolox: Conversion of "Liquid Fuel" to Kerosene and "Oxidizer" to Lqd Oxygen for every engine/ISRU/tank. At first made for RealISRU compatibility, now enabled by default. If you really don't want it, don't install RealISRU and run realkerolox.bat or .sh or just delete the RealKerolox folder. Oxidizer, if Real Kerolox is disabled, is treated as an abstraction of Liquid Oxygen, and likewise, it is mildly cryogenic. Should only matter for weeks long missions. Liquid Methane rocket engines, both chemical and nuclear thermal rockets. Generic overhauls of electricity, solar power, reaction wheels and others to bring their stats closer to what real ones would have. The nice RP-0 Tech Tree with a few extras, a generic patch for stockalike parts with rebalanced prices(WIP) for the demands of a realistic scale solar system. Custom-configured engines and command pods mostly adapted from Realism Overhaul configs to work without RealFuels, like the Apollo CM/SM, Rocketdyne F-1 etc. Stock PartUpgrade functionality added. Unfortunately, unlike RealFuels engine configs, they cannot be rolled back in the editor after their purchase. Integration with RealISRU, including moving industrial-grade ISRU parts from Stock/etc to later tech nodes as industrial ISRU is impossible with modern tech. The Real Kerolox generic patches were created to make compatibility with RealISRU easier. Again, this remains experimental and right now requires some mods without stable or official 1.3.x versions. Any unofficial dll assemblies linked below are intended for testing purposes and there will be no technical support for issues caused by them. Known Issues: Some settings in mass and volume ratios for some types of resource and fuel storage may still need improvements in realism. GNU/LINUX NOTE: To run the scripts that modify third party mods for compatibility, use "source ./scriptname.sh" or ". ./scriptname.sh". Required Mods: Community Resource Pack Community Tech Tree Contract Configurator Custom Barn Kit Ferram Aerospace Research Kerbal Construction Time and MagiCore (Development Branch) Kerbal Joint Reinforcement Module Manager Procedural Parts Real Chute Real Solar System Real Heat RemoteTech SMURFF SSTU TAC Life Support or USI Life Support. RemoteTech Note: For convenience, every probe and command module will feature a passive omnidirectional antenna once you have researched Basic Avionics. Further research in avionics will automatically increase their range and improve their transmission rates. Highly Recommended Mods: Advanced Jet Engine B9 Aerospace Parts and Procedural Wings BetterTimeWarpContinued Blizzy78's Toolbar Bluedog Design Bureau - Tons of SRBs, some uniques like the French Diamant, Mercury, Gemini/Agena/Apollo docking ports, an Apollo LEM that works. Connected Living Space Cryogenic Engines - Either don't install CryoTanks(recommended) or run improvecryo.bat or .sh to disable a Stock-balanced patch bundled with it. DeepFreeze Continued - Some of the late game contracts require it because without suspended animation space tourism to places like Pluto is impractical. Dynamic Deflection - recompile for KSP 1.3.1 bundled with SRP-0, as allowed by license and creator. Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. You may keep or remove stuff SSTU already features. Flight Manager for Reusable Stages(FMRS) Kerbal Alarm Clock Kerbal Atomics - Delete the NTR folder located in KerbalAtomics/Patches, otherwise some parts will end with wrong stats. Also, don't install CryoTanks. Kerbal Attachment System Kerbal Engineer or MechJeb - For calculating delta-V in craft designs. Pick whichever is mostly bug-free. Kerbal Inventory System Kerbal Reusability Expansion kOS or MechJeb - if you really don't want either, disable RemoteTech's light speed lag. KSP Trajectory Optimization Tool - while more complex than Transfer Window Planner, it works better in RSS and can do a lot more, including multiple flybys. Hangar Extender NearFuture Technologies - Propulsion and Electrical North American Rockwell Mars Excursion Module - Besides the obvious, adds Nomex to RealChute as a bonus. Persistent Rotation - not only it's realistic, but a must have for burning prograde at high time warps with realistic thrust ion engines/etc. See below. Persistent Thrust - Realistic electric propulsion have very low thrust. Without high time warp to make months-long burns last seconds in real time, they are unplayable. Precise Node Procedural Fairings Procedural Fairings - For Everything! RasterPropMonitor - Better IVA, plus a very useful mid to late game science part called digital camera requires it to show up. RCS Build Aid Real Scale Boosters - For real rocket engines exclusive to it. Sigma Binary - simulating the real way Pluto and Charon orbit each other. Ship Manifest - besides its many conveniences, it is required for the unmanned soil sample recovery missions. Soviet Engine Pack - like most mod packs for engines, it still works for the latest version of KSP. SSTU Expansion Pack - Skylab-sized space stations, integration with BDB and Soviet Engines. Run cleansstuexp.bat or .sh to delete unsupported configs. SSTU Nova Add-on Pack Stage Recovery SXT - essential if you like airplanes and want early game options in such field. Taerobee - essential if you want to do the X-1 -> X-15 -> DynaSoar progression and launch V-2 replicas. Trajectories - not completely accurate, but much better than guessing. Transfer Window Planner - The timing for transfer windows it gives is usually correct. For best results use parking orbits aligned to the ecliptic. TweakScale - for launch clamps, engines for nanotech probes or cathedral-sized spacecrafts(Unfortunately no mod features parts with Gothic architecture). Upgrade Editor - bundled. Allows setting part upgrades separatedly for each part in the VAB or SPH. USI Kolonization - A Real Solar System balanced career mode compatible with Kolonization was the reason SRP-0 started. Ven's Stock Revamp - Most Stock parts look much better with it. Includes the BE-4 Liquid Methane engine. Waypoint Manager World Stabilizer Recommended Mods: AirPark Continued, for HAVOC CactEye Telescopes Civilian Population Revamp EVA Parachutes and Ejection Seats FASA RO - If you want more realistic looking textures. Has a few parts without direct equivalents in BDB or SSTU. KerbalFoundries, for the adjustable landing gears, wheels and tracks. HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here for parts) NearFuture Technologies - Construction, Spacecraft and Launch Vehicles(only its engines, RCS, and docking) Real ISRU - Even in its currently very unfinished state it's already interesting. It's mostly finished for Mars and more specifically Mars Direct. Real Plume - uninstall if it hits performance too hard. RSS Time Formatter - Unofficial recompile for 1.3.1 RSSVE, if the performance drop from running it and the GFX mods it requires is acceptable. SCANsat SpaceY and SpaceY Expanded - While the tanks and engines are arguably redundant with SSTU, the really big docking ports among other things both feature aren't. USI Karbonite+ - Want a reason for attempting the impossible on Venus? With Karbonite+, it is the nearest source of fuel for 6-digit Isp fusion engines. USI Orion Nuclear Pulse Propulsion Special Thanks To @Shadowmage and all who helped in the development of SSTU; To @NathanKell and the contributors of Real Solar System, RealismOverhaul and the RP-0 Team; To @Kerbas_ad_astra for SMURFF, which both inspired and is essential for this mod. To @ferram4 for Ferram Aerospace Research. To @RoverDude for the Umbra Space Industries mods. To Squad for not being afraid to bet on an once almost completely neglected niche genre and to all who contributed with the development of Kerbal Space Program To everyone who ever contributed to every mod listed here and to the KSP modding community in general. And I hope everything is OK with this development thread and first post here. Changelog: 0.4.0.1 Added some FAR patches, reduced prices for Kerbal Reusability Expansion grid fins plus a few tiny extra adjustments for its use in RSS. Improved formerly forgotten patch for SSTU lander capsules to support storage of any kind of fuel mixture within them. Added Steam Methane Reformer Unit, located in the "Larger ISRU" tech node, if RealISRU is installed. Produces Hydrogen and Carbon Monoxide from Methane and Water. Modified RealISRU Atmospheric ISRU intakes to also support hydrogen and methane filtering. Added gimbal to miniaturized kerosene nuclear thermal rocket. Even more RealPlume fixes. 0.4 Changed Nitrogen, Methane, Ammonia, Carbon Monoxide and Carbon flow settings to "ALL_VESSEL" as a Quality of Life improvement for modular ISRU bases connected through Kerbal Attachment System pipes. Added a few custom patches for Kerbal Reusability Expansion, changing its Super Draco engines to burn Aerozine50/NTO, Cold Gas Nitrogen thrusters with realistic Isp for such, a few rescales, etc. Added some high powered Kerosene, Hydrogen and Methane resistojets for attitude control on reusable stages. They are very power hungry, specially the Hydrogen one. Added HTP, Hydrazine, UDMH and Aerozine50 production reactions for RealISRU, for those who still use Aerozine50/NTO by the time ISRU missions to Titan, the only major source of Nitrogen away from Earth, are underway. Added 1670kN, 10200kN and 120kN Kerosene Nuclear Thermal Rockets. With specific impulses around 540s, storable propellant and better TWR, they are interesting alternatives to methane NTRs or kerosene resistojets. Added 5 late game chemical engines: the methane/Ox F-1D, a RS68 based LH2 engine with amazing TWR and some Sea Dragon inspired engines running on kerosene/HTP, methane/Ox and LH2/Ox. Added HTP and Diamond Dragon kerosene/HTP and Nitrogen fuel settings for SSTU tanks. Yet More RealPlume config fixes. 0.3.9.1 Fixed incorrect MM patches for USI MKS and Karibou engines. Fixed more RealPlume configs with previously wrong scales or plume positioning. Added adapted RO config for Kerbal Attachment System and Inventory System parts so their masses will be more realistic, specially for KIS. 0.3.9 Rescaled all USI Kolonization parts to more realistic dimensions for human habitation and adjusted masses, mostly arbitrary guesswork for now. Gave the MKS Microwave Power Transceiver enough range for wireless transmission from surface to Nuclear Electric propulsion such as resistojets all the way to Earth's Orbit. Added a variant of the Microwave Transceiver with enough range for geosynchronous orbits, making wireless planetary power grids possible. Custom setup for the MKS Skycrane, which can be switched between Liquid Methane+Ox, Hydrolox and Kerosene Resistojet engines as upgrade options, all such fuels can be produced with RealISRU. Rescaled the USI Karibou and made its SABRE engine into a methane combined cycle rocket engine and its VTOL twin engines also were changed to use liquid methane. And rescaled the Akita Rover. Rescaled several USI Konstruction parts so they match RealismOverhaul changes to Stock docking ports, fit better with RSS, etc. Fixed missing RealPlume configs for the RealISRU methane engines and added new configs to some of the USI engines fitted with custom configs. 0.3.8 Added Contracts, both unmanned and manned, for Ceres, Vesta and the 5 moons of Uranus included in the latest version of Real Solar System. More Contracts tailored for the late game and colonization of the Solar System. Fixed copypasta-inherited error in "First ISRU" Contract that made it completely impractical by requiring a Venus flyby among other fixes to previous Contracts. Fixed broken Raptor engines with Near-Future Launch Vehicles due to no longer correct thrustVectorTransformName after the model swap. Fixed bottom attach node for 1kN Thruster with Ven's Stock Revamp. Fixed bug that disabled RemoteTech light speed lag in probes with soil sample return capsules. 0.3.71 Fixed broken part upgrade configs for SSTU modular SRBs with upgrades. Fixed misplaced attach nodes for SSTU Clusterized NERVA I with Ven's Stock Revamp model. Placed a few missed parts from RealISRU to their proper place in the Tech Tree and a few other minor Tech Tree fixes. 0.3.7 Added Pre-Sentient Algorithms upgrade to SSTU Modular Upper Stages. Rebalanced costs for SSTU procedural tanks to ensure tank types with higher dry masses won't be too expensive and very low ones won't be too cheap. Fixed a few radiators that were previously scaled up too much. Another reorganization of the tech tree. "Meta Materials" renamed to Microgravity Construction, a few nodes repositioned, among other things. Recalculated and reconfigured life support extension systems in TAC Life Support for SSTU space stations. Large centrifuge habitats for generation ships now work as intended. Fixed glitched atmosphere curves in patched SSTU upper stage engines. Fixed missing icons on upgrades for SSTU modular SRBs. Fixed missing batteries in SSTU pressurized procedural avionics and procedural telemetry unit. Fixed remaining incompatible patches with ModuleManager 3.0.1. Fixed the Tiny Tim Solid Rocket Motor. Fixed (hopefully) all faulty RealPlume configs. 0.3.6 Improved ThrottleControlledShutdown plugin by not waiting 1 second before checking limited throttle engines at low altitudes, making landing less hard. Fixed somewhat incorrect electric charge usage in some of the electric propulsion engines. Fixed NullReferenceException errors happening in BDB RL10 when SSTU Expansion and Bluedog Design Bureau are installed. Fixed RealPlume plume for the generic 1 kN thruster. Fixed wrongly configured zero boil-off tanks for liquid methane. Fixed balance-breaking duplicate patch setting up entry cost as cost X 400 instead of cost X 20 for parts without specific configs in tree.yml. Moved uprates for Merlin 1D and Merlin 1DV one node earlier in the tech tree. They are modern rockets after all. A handful of fixes and a few changes in the patches to ensure compatibility with ModuleManager 3.0.1. Note: some of the mods listed above as dependencies or recommendations may have compatibility issues with the new ModuleManager. 0.3.5 Rescale and new specs for the Orion from Umbra Space Industries based on the 10m diameter USAF Orion. Added patches with SSTU clusters and model swaps for Near Future Launch Vehicles' RD-0234 Methane, Raptor and BE-4. Rearranged future tech nodes to make the tree more readable, plasma propulsion more useful and fusion rockets more difficult to research. Added 12m diameter, 250t 1 GW nuclear reactor from Near Future Electrical plus custom radiator for it to make 1 GW electric propulsion more practical. Fixed error with Aerozine50 upgrade option for resistojets. Fixed errors with placement of the large scale radiators in the tech tree. Fixed missing methane upgrade in separate engine module for exhaust from Kerbal Atomics open cycle gas core NTR. Set RealKerolox to always apply by default regardless of RealISRU. Can be switched back to previous behavior through realkerolox.bat or .sh 0.3.4 Improved RealKerolox by giving kerolox engines an oxygen to kerosene mass ratio closer to real engines. Added electric resistojets using rescaled Stock models or alternatively from Ven's Stock Revamp if it is installed. Rescaled 60.4 MW fission reactor from NearFutureElectrical to more realistically huge dimensions. Changed heat dissipation requirements for all NFE reactors. Now the 60.4MW one really needs a Christmas tree made with radiators or a pair of really big ones. Added NFE 92.2 MW nuclear reactor with better thermal dissipation and an even bigger, heavier but more radiator efficient 316 MW reactor and a 602 MW one too. Added rescaled versions of stock radiators to handle the heat of the nuclear reactors from NearFutureElectrical with minimum part count. Reconfigured Tech Tree to make ion propulsion more attractive as a R&D option and made the radiator tech tree nodes cheaper. Added new, even more powerful magnetoplasmadynamic thrusters matching the power outputs of the new nuclear reactors. Custom patches for electric RCS thrusters in NearFuturePropulsion and removal of Kerbalisms like more powerful electric propulsion requiring larger diameter. SSTU clusters for the Vulcain, LE-7 and RD-0120 from Cryogenic Engines. Finally gave specific config to the LVT-30, previously useless even with SMURFF compared to real engines in the same tech node. Fixed ModuleSurfaceFX errors in SSTU engine cluster patches and cluster patches for the included LR87 LH2 sustainer and glitched non-SSTU engine configs. 0.3.3 Full support for KerbalAtomics with model swaps, Methane and Water variants, less optimistic specs for theoretical NTRs and SSTU clusters. Added Ammonia, Ethanol and Hydyne as unique fuels with generic ratios because of the historical relevance and unique enough performance of such. Included adapted Realism Overhaul patches for Taerobee's Aerobee parts and also changed other low tech parts to use Ethanol instead of generic LF. Added rescale and real specs for Juno I Baby Sergeant solid rocket motor upper stages from Bluedog Design Bureau, Ven's Stock Revamp and FASA. Yet more rescale and realism patches for Sputnik 3, Venera 1 and Lunar Orbiter from Bluedog Design Bureau. Many of its antennae had EC usage reduced. Replaced cryogenic liquid fuels in electric engines from NFP with gasses and added Hydrogen and Methane to the SSTU fuels list to support that. Replaced duplicates of the Apollo LMAE and LMDE with toggleable upgrades. 0.3.2 Improved dry mass/volume settings to more realistic values than SMURFF defaults and rematched ProceduralParts and SSTU tanks. Implemented separate cryogenic tanks in SSTU for liquid methane with better mass ratios than hydrogen and added specific tank types for argon and others. Fixed storage settings for liquid methane in SSTU and ProceduralParts tanks which were previously requiring way too much volume. Fixed wrongly set SSTU engine cluster patches that were responsible for parts with constant NullReferenceException errors, or at least most of them. SSTU Clusters for Near Future Spacecraft engines, most electric engines from Stock and Near Future Propulsion and custom engine specs added for many as well. Reduced mass of some of the larger NearFutureElectrical fission reactors. Added a 60.4 MW reactor plus a 60.2 MW magnetoplasmadynamic Xenon thruster. Changed Stock Ion engine to consume the same amount of KW/s at full thrust as the real NSTAR from Dawn and applied same proportion to Near Future Propulsion engines. Made thrust in NFP electric engines realistic. If you disable this change by running ionNerfSwitch.bat/sh the VASIMR will have torchship performance. Replaced Water and Methane variants for nuclear rockets with Upgrades and added new variants. Install and use Upgrade Editor to switch between them. 0.3.1 KSP 1.3.1 Compatibility. ThrottleControlledShutdown tracks all vessels in the physics bubble and always shuts down engines not belonging to the active vessel, unknown bugs which may or not exist aside. Realism and/or rescale patches for newest SSTU parts: RD-171, RD-181 and the TKS VA capsule. Also, long overdue fixes to individual RCS parts and J-2X engine. Fixed incorrect meshes placed over the soil sample return capsule if Ven's Stock Revamp is installed. Included wrongly forgotten RO modifications to TAC Life Support ratios towards more realistic values for humans and changed pods/etc to adapt to it. Fixed and increased rescale of SSTU Station Core parts so the TKS FGB will fit perfectly with the bottom of the TKS VA capsule(2.79m). Skylab was not changed. SSTU Expansion Pack compatibility patches. Note: incomplete, only with Skylab and general compatibility fixes, will be removed once SSTU Expansion is updated. Removed non modular SRBs generated from SSTU assets formerly inherited from RealismOverhaul, now fully replaceable by modular ones. Procedural Avionics now support RealFuels tanks and are calculated using dynamic % from the total volume of any tank patched to include ModuleProceduralAvionics. 0.3.0 Added RealISRU support. Mostly useful for Mars missions right now. Rescaled all SSTU Space Station parts to more realistic dimensions and added TAC Life Support patches for them. Tech tree rearrangement and several parts given a more logical placement, specially ISRU and Space Station parts. Added an universal patch that converts "Liquid Fuel" to Kerosene and "Oxidizer" to Liquid Oxygen everywhere if RealISRU is installed. To make it more "realistic", only Methane can be extracted from Karbonite if both RealISRU and Karbonite are installed. New Tourism Contracts, which require the "Practical A.I. and Worker Robots" tech to become available. DeepFreeze is also required by some. Manned space missions beyond Mars/Venus Flyby also require the same tech now for "economic realism" reasons. Reconfigured SSTU Space Shuttle(SC-E) to work correctly with FAR and included TAC Life Support patches for it. Added liquid methane and water powered variants for NERVA I and II and a methane variant for the Bimodal NTR. Fixed plume effects for SSTU LMDE with RealPlume. Fixed missing "Technological Watersheds" contracts. Reduced entry costs and costs for nuclear reactors to make them more useful. 0.2.8 Fixed attach nodes for Stock Mainsail with SSTU Expansion and for NK-220 with Ven's Stock Revamp. Resized RS-2200 from SXT to fit in with the resized Mk2 Spaceplane parts, which are not X-33 but close enough. Increased previously too low volumes in Stock spaceplane fuselages with SSTU integration. Separated several contracts into subcategories per celestial body. Changed some supported parts with specific configs to more (Alternate History)immersive fluff and added new patches with more SSTU engine clusters. Fixed storage for Karborundum(now using SSTU) to avoid 100000...000 tons total fuel masses and increased EC usage for UDD Inertial Confinement Drives. 0.2.7 Adapted several RCS configs from RealismOverhaul, with a line of realistic upgrades that applies to all parts with RCS and can convert them to Aerozine50/NTO Adapted all RO patches for Ven's Stock Revamp and added VSR compatibility. Adapted all RO configs and added SSTU support to Stock spaceplane parts. Adapted all RO configs for Stock command parts because it wouldn't be right to do it only for the spaceplanes. Started conversion of Karborundum to "at least might exist" Ultra Dense Deuterium, huge density included. To be done fully after update for KSP 1.3 0.2.6 Improved Tourism contracts with means for the player to adjust the number of attended tourists in-game through fake missions. You have to decline existing contracts after changing the settings for them to refresh immediately. Otherwise they will only refresh after expiring. Extended configs for Bluedog Design Bureau, including among other things a specific config for the Vega K0 Upper Stage and its RD-861G engine with SSTU modular engine cluster support, plus the rescale of its APAS-89/95 docking port. Also removed FASA dependency from several Part Upgrades. Extended support for SSTU-Expansion, including Skylab station core addon for SSTU Stations now redimensioned to real scale for either Skylab missions or supporting a Manned Venus Flyby plus other months/years long manned missions. Adapted all RealismOverhaul patches for SXT space station parts. Included solar panels rebalance to SSTU integrated solar panels in Station Cores, which needed their own patches in addition to the ones for the parts. 0.2.5 Fixed Near Future Electrical nuclear reactors so they are no longer horribly inefficient compared to the NERVA generator or real nuclear reactors. Fixed the pricing of NFE uranium tanks. No more entry costs in billions for storing uranium or fuel tanks costing hundreds of millions. New Tourism Contracts properly balanced for the Real Solar System, up to Mars for now. More will be added in the future. New Colonization Contracts for building a retirement home on Moon or Mars and ensuring the customer who paid for it will live 20 years in it. 0.2.4 Adapted some RealPlume configs from RealismOverhaul and included configs for SpaceY, MRS and Near-Future Spacecraft from RealPlume Stock Configs. Not all of them were tested and some of these configs may not be working due to mismatched thrustTransform or other problems translating configs for ModuleEnginesRF to ModuleEnginesFX bring. Report any missing plumes in the Development thread. Integrated B9 Aerospace spaceplane parts with SSTU for customized resource loadouts. Dry masses are still on SMURFF and might not be perfect as of now. Removed redundant hard dependencies on CryoEngines and Firespitter Core. All switchable tank configs use either ProceduralParts or SSTUVolumeContainer. Fixed TAC Life Support resource volumes on SSTU tanks and the Life Support Tank setting for SSTU. Partial support for SSTU-Expansion: SSTU integration with Stock Mainsail, Bluedog Design Bureau RL10 and BobCat Soviet Engines only for now. Added HG-3, a researched successor for the J-2 that never left the drawing board but served as development base for the Space Shuttle Main Engine. Minor patch included to support the British Rockets mod. Minor because it fortunately is a real scale mod. Fixed the Bluedog Design Bureau parachute for the Big Gemini for real, really. Fixed Apollo Service Module fuel cells and Nuclear Thermal Rockets turbine generators. 0.2.3 Added support for North American Rockwell Mars Excursion Module Added configs for BobCat's Soviet Engine Pack, which still works in the newest KSP versions. Added config for the modern successor of the Russian RD-0110 upper stage engine, the RD-0124. Added Pentaborane as a fuel option in SSTU and procedural tanks, because it's unique enough to not be "abstracted" into "Aerozine50". Added a Pentaborane-fueled lander engine based on the RD-270M for SXT, so the MEM with its fluorine tanks won't be the only extreme chemical hazard option. Fixed RD-701 Tripropellant engine by giving it a model that looks close enough to the real one and also added the smaller RD-704. Rebalanced once extremely high prices of SSTU procedural interstage petal adapters with the price of the Spacecraft Lunar Module Adapter as reference. 0.2.2 Contract Pack Nerf: removed science rewards from all contracts. They remain very generous and there are other ways of gaining science points. Removed tankage volume modifiers from SSTU cryogenic tanks to make them useful in mid-late game. Fixed missing upgrades for SSTU custom radial decoupler sizes and increased max temp of all radial decouplers to 3600 K because of procedural SRBs. Fixed gas giant atmospheric probe contracts. Added LH2 options to Zero-Boil Off tanks using Procedural Parts. Changed final upgrades for procedural avionics in SSTU custom upper stages to reduce minimum kW demand to more reasonable levels for larger parts. Apollo Docking Ports are now compatible with "size 1" Stock docking ports and Common Berthing Mechanism with "size 2". Fixed misplaced attach node on NASA docking system. Minor Improvement to ThrottleControlledShutdown.dll 0.2.1 Rescaled and redefined the SSTU Space Shuttle(SSTU-SC-E-*) with realistic specifications and pricing. Included patches to rebalance SSTU Solar Panels and NearFutureSolar curved solar panels. Added config for the X-33 engine(requires SXT). The apparent lack of VentureStar styled fuselage parts limits its applications though. Fixed critical typo in generic patch to set mostly realistic R&D costs for parts without specific configs. Replaced all rescaleFactor to direct model rescales in specific part configs to reduce glitches. 0.2 Forked and modified the new, 1.2.2 compatible RP-0.dll avionics systems. Support for SSTU procedural probes and custom upper stage tanks added. Forked fixes for ProceduralFairings from Realism Overhaul. No more rockets breaking into pieces during launch when using interstage fairings(hopefully). Patched all parts to endure up to 9500 KPa of pressure, making unmanned landing missions on Venus practical(and maybe manned too, maybe). Improved the universal solar panels patch to set different energy/mass efficiency ratios depending on them being static or tracking and on tech level. Improved SSTU welding docking port diameter limits and updated SSTU Station Cores and Docking Hubs to use real docking ports diameters. Changed the way max diameters in SSTU parts are limited, to rely on Part Upgrades rebalanced for RSS. They are located in construction tech nodes. Redefined mininimum diameters for all SSTU procedural parts and changed increments in size from 0.625m to 0.5m. Overhauled procedural solid rockets to use the Part Upgrade system and removed many duplicate procedural SRB parts no longer needed. Fixed the Big Gemini parachute from Bluedog Design Bureau for real. Reduced dry mass of SSTU cryogenic and zero boil-off tanks. Previously stages using cryogenic tanks and LH2 engines were barely breaking even in delta-V per total mass with Aerozine 50/NTO upper stages. In reality heavier service module tanks are required for the latter which are mostly pressure-fed. Implemented proper volume settings for TAC Life Support resources in SSTU tanks. Now they should be very close to procedural life support tanks, except for having a much lighter dry mass. SSTU does not support requiring specific tank types for some resources(AFAIK). 0.1.25 Fixed critical issue with manned contracts requirements blocking everything past the moon landing. Fixed BDB Gemini specs with a compromise. The actual Gemini separates the lower part of the service module before starting the solid rockets for deorbit. Boosted the parachutes of BDB Big Gemini. 0.1.2 Rescaled and added realistic specs to Bluedog Design Bureau Mercury, Apollo's LEM and Gemini parts. Also fixed BDB RL-10 to proper scale. Config for SSTU's RD-180 added. Fixes, rebalance against grind and major expansion of the included contract pack to completely replace Stock exploration contracts. 0.1.1 Improved the code and recompiled ThrottleControlledShutdown.dll Recompiled RP-0.dll and included its modified, stripped down source code. Adapted all RealismOverhaul patches for Bluedog Design Bureau and added a few more. Included all rescales for SXT aircraft parts from RO. Adapted more patches from RO for stock parts. Fixed the fuel mass ratios for the MAKS spaceplane engine and added MAKS fuel settings to SSTU tanks. Hopefully it is very close to reality now. CECE-Methane upgrade for Bluedog Design Bureau's RL10 as yet another liquid methane engine.
  21. I've been able to turn most of @silentvelcro's DADV-1 mod (Link to the mod here) into a RO-friendly mod, but it needs serious balancing. I did most of the conversions needed(fuel use,engines,RCS, command pod etc.) But things like tank volume and part mass is quite provvisory. Another great problem is in the aerodynamics themselves : the vehicle should be capable to land on Mars by aerodynamic (so stable pitching without too much RCS use) and propulsive means (6x RL-10 engines). Feel free to edit it if it's needed. Code here: Thank you for your help.
  22. Hey, I've installed RSS n stuff, but i have no idea what im doing. So far, I haven't been able to find much. Does anyone know any good tutorials for RSS? (I use 1.3.1 btw)
  23. I'm trying to build a Delta II in RSS/RO, and i am having a repeat issue, where in vertical integration, the center of lift becomes very unstable, sitting very far off of where it should be, in extreme cases even being very far outside the rockets physical dimensions. adding fins and wings to said rockets does very little, as the center of lift does not move up or down, only staying directly on the COM if you manage to get it there. https://file.io/Bka5q8 ^ Output Log ^ https://imgur.com/a/ZJ3k0pY ^ Delta II COL issue ^
  24. As KSP 1.4 released, Realism Overhaul no longer works, as the mod doesn't updated beyond 1.3.1. So, here is my suggestion: A re-scaled Kerbol System, means, a Kerbol System, with the characteristics of the Solar System (except the visual look). For example: Kerbol will has as same characteristics as Sun. Moho will has as same characteristics as Mercury. Eve will has as same characteristics as Venus. Gilly will has as same characteristics as Deimos. Kerbin will has as same characteristics as Earth Mun will has as same characteristics as Moon. Minmus will has as same characteristics as Vesta. Duna will has as same characteristics as Mars. Ike will has as same characteristics as Phobos. Dres will has as same characteristics as Ceres. Jool will has as same characteristics as Jupiter. Laythe will has as same characteristics as Halley's Comet (not the radius and gravity). Vall will has as same characteristics as Europa. Tylo will has as same characteristics as Ganymede. Bop will has as same characteristics as Callisto. Pol will has as same characteristics as Io. It could also change the characteristics of the Outer Planets Mod, if you install that mod. Hope you like my suggestion, if anyone tried to change the Kerbol System, they will be liked my suggestion a lot. Thank you in advance, bye!
  25. Hey all, I'm trying to do a crewed lunar flyby in RSS, and I don't really have the tech yet to build a crewed lunar orbiter yet. I was planning to use the science I got from the flyby to unlock better engines and allow a follow up orbital mission. I was planning to do a nice free return trajectory, but I seem to be having serious problems plotting what I am after. Ideally, I want a free return trajectory with the lowest possible perilune (for the science), that is less than 15 days from launch to reentry (life support), and especially a posigrade reentry. I've learned the hard way that even a lunar rated heat shield is generally not enough protection for a retrograde lunar return reentry. Delta-V is not really a barrier, as I have around 4 km/s in the transfer stage. I keep either getting retrograde reentry trajectories, or trajectories that barely enter lunar SOI and take 13+ days to complete. I guess I don't really understand how free returns actually work. I am also curious about the Apollo 13 trajectory, and specifically how the "PC+2" burn (that shortened flight time) worked. Thanks!
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