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Found 105 results

  1. R E A L S O L A R S Y S T E M [1.3.1] Real Solar System v13.1 [26 Apr 2018] License: CC-BY-NC-SA, Kopernicus Planetary Modifier Module Manager KSCSwitcher - adds many many more launch sites to choose from via the tracking station view RSSDateTimeFormatter - corrects the display of Real Solar System's time scheme starting in 1950 and makes the default calendar show the correct year, month and day. https://github.com/KSP-RO/RealSolarSystem/releases/tag/v13.1.0 4. Download and install the texture pack for RealSolarSystem from the texture repository. Available packages include 2k, 4k or 8k resolution - you only need one! https://github.com/KSP-RO/RSS-Textures/releases/tag/v13.1 __________________________________________________________________________________________________________________________________________________________________________________________ COMPANION MOD SUGGESTIONS RealSolarSystemVisualEnhancements by PhineasFreak for visual enhancements as seen in the screenshots in this post. Refer to his Wiki for installation guide and information. RealismOverhaul for the real deal in Kerbal Space Program and especially tailored for RealSolarSystem. This mod changes almost everything in the game to real life counterparts and mechanics. Principia - get real n-body physics fully configured for RealSolarSystem and take your experience one step further. EarlyBird by taniwha fixes the 'WarpToNextMorning' in tilted planetary systems so you always end up 5 minutes before sunrise. __________________________________________________________________________________________________________________________________________________________________________________________ FOR ISSUES AND ERROR REPORTING READ THIS FIRST AND ACT ACCORDINGLY - THIS ACCELERATES THE SUPPORT PROCESS! Screenshots __________________________________________________________________________________________________________________________________________________________________________________________ Disclaimer: Some planetary imagery is derived from work by Steve Albers and NASA / Jet Propulsion Laboratory, and some from the Celestia Motherlode (itself in the main sourced from JPL). Used by permission of the licenses for non-commercial release.
  2. Realism Overhaul If you want to discuss Realism Overhaul or how to use Realism Overhaul check out this thread here. Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 Album credits: @winged, @Chris P. Bacon, @raidernick, @Zarbizaure, @NathanKell Getting Started The Realism Overhaul Wiki contains gameplay guides to help you get off the ground: Commonly Asked Questions (with commonly answered answers) Building Your First RO Rocket Ferram's Launch Vehicle Tutorial Engine Choice and Stage Sizing Ferram on Ascent Profile and TWR How to use those Puny Ion Engines Getting Started Contributing If you'd like to talk to us, contribute, or ask for help on a bug, you can always find someone online on the RealismOverhaul IRC Channel (irc.esper.net #RO (Webchat, or use a client like HexChat) or our community discord here: https://discord.gg/WnKNJ8n If you're experiencing a bug, please post an output_log.txt (This can be found in your /KerbalSpaceProgam/KSP_Data/ folder) Mod Choices When installing Realism Overhaul, you've got a plethora of mod choices to further customize your gameplay. This section lists mods that are supported and/or recommended. Dependencies These mods are required for Realism Overhaul to function correctly. CKAN will automatically install all of these mods for you when you install Realism Overhaul. Advanced Jet Engine Ferram Aerospace Research Kerbal Joint Reinforcement Module Manager Real Chute Real Fuels Real Heat Real Plume SmokeScreen Recommendations These mods are recommended, and installed by default in CKAN. They are not required, and you can install all or none of them to your own liking. B9 Procedural Wings Connected Living Space Deadly Reentry Hangar Extender KSP Automatic Version Checker MechJeb - see the RO wiki for more info Procedural Fairings Procedural Fairings - For Everything! Procedural Parts RCS Build Aid Real Solar System RSS Textures - Choose your resolution Remote Tech Semi-Saturable Reaction Wheels TAC Life Support Test Flight - Download 'TestFlight - Core' only Texture Replacer Principia - recommended for axial tilt, realistic n-body physics - Check the installation instruction in the mod's thread / no CKAN (Green Mods are highly recommended, orange ones add to realism, but also make the game more difficult) Suggestions These mods are supported part packs that make it easier to build rockets. We suggest installing at least a few of these. New Mechanics: DMagic Orbital Science Kerbal Attachment System SCANsat New Parts: AIES Aerospace ALCOR ATK Propulsion Pack Atomic Age B9 Aerospace Community ISS Constellation Essentials CryoEngines FASA Forgotten Real Engines KW Rocketry Launchers Pack Near Future Tech NicheParts Porkworks Habitation RLA Stockalike Soviet Engines RealEngines Real Scale Boosters RN Antares-Cygnus RN Proton & Soyuz R7 RN Salyut/Soyuz/Vostok/Voskhod RN Skylab RN Solar Panels RN Soviet Probes RN US Probes Pack SSTU SXT Taerobee Tantares Tantares LV Universal Storage Ven's Stock Revamp (Mods followed by a * are not currently installable via CKAN, those colored blue add engines) P Installation To install Realism Overhaul you can either use CKAN, or do things manually. Pre-Packaged installation via CKAN CKAN is an excellent tool for installing mods in an orderly fashion. We have prepared a set of installation packages for the mods in Realism Overhaul. Here follow instructions for how to install via CKAN (alternatively check out the CKAN User's Guide): Start out by creating a clean installation of KSP. (If you don't, beware the dragons!) Next, visit the forum thread here and download the latest release here. Place ckan.exe in your KSP installation directory. CKAN offers you two modes of use. You can use the graphical user interface, as explained below, or you can use its command line interface. If you wish to do the latter, check out the CKAN user's guide for more information on the command line interfrace. Launch the CKAN GUI by double-clicking the ckan.exe in your KSP directory Use the Filter to find Realism Overhaul Select Realism Overhaul to install Click Go To Changes Proceed through the menus to select your installation. Watch CKAN install Realism Overhaul and all the other mods for you Launch KSP. Enjoy! Alternative: Manual Installation If you don't like automation, there's always the old 'by hand' way: Start with a fresh, unadulterated, install of KSP. Download and install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Download and install Realism Overhaul itself. To do so, download the zip archive and unzip all folders inside its GameData folder into your KSP/GameData folder. Launch KSP. Enjoy! IMPORTANT - DELETE YOUR OLD REALISM OVERHAUL FOLDER Realism Overhaul Github Release Page (DOWNLOAD HERE) - latest 1.3.1 release version) Source Changelog. Changelogs going further back can be found in the old Realism Overhaul thread, an even older Realism Overhaul thread, and the RedAV8R Realism Patch thread. Official Realism Overhaul Craft Repository _______________________________________________________________________________________________________________________________ WIP (PATCHES WELCOME!) Please see this Google Spreadsheet for the Current WIP or desired mod packs. Help updating and creating configs is always welcome! Just jump on the IRC channel (details above) and offer your help! If you fix something in one of these packs, please submit it to the Github Repo instructions here.] Career Mode Realistic Progression Zero incorporates career mode into Realism Overhaul. Note that at this time not all modpacks are supported, see the the RP-0 post for more details. Visual Enhancements RSS Visual Enhancements by pingopete improves the visual appearance of planets and clouds, and it's looking excellent so far! Other Things to help make RO/RSS more enjoyable: Calc.xls by NathanKell This mod was created by NathanKell and RedAV8R. Currently maintained by NathanKell, stratochief66 and SirKeplan. (Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you). License CC BY-SA
  3. 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.
  4. Development branch starts including tooling costs, and roll out costs. Started a hard mode test (300% funds and allow saves) turned off rep mostly since it has no effect. Minimized the mods I'm using including dropping RT and most part packs. Most buildings cost x15 what they did previously and each procedural part has a tooling cost associated with its dimension. so first build of my bumper sounding rocket was over 80k in costs outside the parts and launch costs. (noticed its changed to x5 building costs now that i look again) Currently in February '52, first pad upgrade has gone through, thankfully i bought it as soon as possible. But I'm worried about making it to orbit in time for my contract. My first three launchers were tweaks of this one. Solid engines got broken for a bit so I had to rely on N2 RCS for ullage on upper stages if i didn't hot stage. This is my middle version of a manned SO rocket. Paid for 1.7m tanks and tooling for a cone adapter and 1.25m interstage fairings that got reused on all 5. Did 5 launches suborbital manned, mostly to the 200km AP. Any much farther and reliable re-entry is not a sure thing. Ramped the launchers up to include a retro burn on entry peak heating with the last one. Latest sounding rocket, kind of extreme but still missing that last oomph for orbit. 2 A-9 Boosters, A-9 Main core, topped ASXR double stage each max burntime for one engine, N2 rcs and four rudamentary science instruments. Just barely survives re-entry. Hits 5km/s and Wyoming. Tech purchased (not all earned yet) in early 52 1.2bp/s and 28.25science/yr for KCT
  5. Hello, Yesterday, I found out that about a week and a half prior, Realism Overhaul had (finally! ) been updated for 1.3.1. So, I did this sequence of events (I'm on Windows 10, BTW): Backed up saves and screenshots for safety, Deleted my copy of CKAN and the CKAN folder, as it was malfunctioning. Recalling the tumultuous experience I had with upgrading to 1.2.2, I uninstalled KSP and reinstalled it as 1.3.1. I reinstalled CKAN. CKAN recognized the mods that still existed in the Game Data folder, but (presumably because I deleted my CKAN folder), they were marked by 2 capital letters (which I can't recall) and I could not do anything with them. I permanently deleted all the Game Data, as I always have very little space on my computer. This took with it all of my custom engine configs, yaay... Now I could reinstall the mods. I attempted to do so, but it kept aborting the procedure as the mods were attempting to install a craft that was already in the Ships folder, which also strangely wasn't swept away by the reinstall. I sent the craft to the Recycle Bin. I tried again. This time a different craft showed up. What should I do? Should I delete my Ships folder or just the contents? What about the stock crafts or pre-made crafts that may not be provided in 1.3.1 RO?
  6. I'm basically just learning KSP 1.3.1 with RO RSS. Meaning, I had some issues getting it all to work together (a couple posts here), but with help from here I finally got the game to work. :-) I've been fiddling around in sandbox mode and decided I wanted to go to the moon. So by now I've followed Mark Tuggle's "Building and Landing a Rocket on the Moon in KSP RO/RSS" video at youtube.com/watch?v=3UfKbaoPUvA (put a www. in front of it if you want to see it...I didn't want to clog up the post with large videos!) and have been able to land a couple of his landers on the moon, within 20km of each other actually. That accomplished, I felt like experimenting with getting Jeb to the moon and back, and stumbled upon Kyle Laskowski's "FASA Saturn V Assembly 1.0.5" video at youtube.com/watch?v=bkMcQ9ugELo. I've finally managed to pause the video about 1000 times to figure out what part he's grabbing, and have built the rocket. Now the questions begin! Staging and LEM: I did the best I could with pausing and rewinding and replaying the sometimes 1 second clips of the staging, and I can burn all the way through the 3rd stage. But from there, I'm confused. Can somebody help me understand how to stage the ascent and descent parts of the LEM, the service module, and the Spacecraft Module Lunar Adapter - long base? Also, how (and where) to put the service module stage so I can undock it, flip it around and dock with the LEM ascent? There's probably a file I can upload that somebody could look at and tell me how to re-arrange stuff, but I don't know what that file is...so if you want to look at it, please tell me what to upload. :-) Anyway, I know this is probably old hat for most here, but it's new to me and I'm enjoying it a lot. Thanks in advance for your help!
  7. I've installed RO and RSS following Scott Manley's tutorial. It's great fun except for one annoying issue; all RCS thrusters/blocks add at least 100kg to the spacecraft's mass when added in the VAB. I've already gone into the .cfg file for the RCS thrusters and made the mass 100x smaller, but this made no difference. Any idea what I need to do to get the correct part mass in-game? Thanks in advance!
  8. Coolinee Kerman

    Falcon 9 Dimensions?

    Does anyone know where I can find the exact dimensions of Falcon 9's Fairing, Stage2, interstage, Stage1, and dragon? I'm trying to build a perfect replica in RO
  9. When I go to select a category in RO, it works fine. But when I do it again, it stays on the category I selected before.
  10. Hi everyone, I've been having some issues trying to re-enter earth's atmosphere in RO. I have a small orbital science craft that i've been trying to return to earth from LEO (about 200km). I've tried setting my perigee to anywhere between 80km to 40km. The issue is that the probe (and everything directly behind the heat shield) is heating up and exploding, in some cases, even before the shield starts ablating. My first thought is that the shield heats up and the heat is transferred to whatever is touching it, so I've experimented with putting different things between the probe and the shield but I still get the same result. The probe heats up and explodes, due to it's much lower heat tolerance. I'm not an engineer or anything but it would seem to me that a heat shield is supposed to, you know, shield things from heat? I'm I missing something?
  11. Failure is not an option - these words, the most famous quote from Gene Kranz, one of NASA's first Flight Director and probably the most famous Flight Director to ever live... January 31st 1967. "Spaceflight is terribly unforgiving, of perelesness, incapacity for neglect, I don't know what the Thompson committee will find as the cause of this accident. But i know what i find, we were the cause: the simulators weren't ready, our software in mission control didn't function. Procedures weren't complete nothing we did had any shelf life and no one stood up and said stop. Now from this day forward, mission control will be known by two words: tough and competent, tough meaning we will never again shirk from our responsibility because we are forever accountable for what we do or what we fail to do. Competent, we will never take anything for granted - we will never stop learning - when you leave here today you will write these two words on your blackboard, tough and competent and they will never be erased. They will serve as a constant reminder to the sacrificial of Grissom, White and Chaffee. That's all" - Gene Kranz Flight: Plane Crew: Jebediah Result: The plane took flight after Jebediah accidently took the gear down, as it couldnt take off it was recovered RP-0 you may want to fix the first flight objectives! anyways thats it for now, a very humerous start to the program with a switch only not a rocket or an engine, a switch and some wheels!
  12. Hello KSP fans! I have recently installed a full RSS, RO, RP-0 version of KSP (just like scott manleys instruction video) since I really admire the realism of it and the challenges it brings. I am now working on the first sattelite to safely re-enter from orbit, but of course it explodes in style during reentry. The thing is I don't know why and it might actually be a bug, or I am just missing something. I hope you guys can help me! the problem: For reentry I aim the periapsis at about 65-70 km height, I have a probe body (able avionics package) and some science experiments all with a heatshield attached and a parachute. Even though everything is definitely behind the heatshield during reentry, first the two antennas kind off on the side of the shield start to heat up and eventually explode. Weird, but I don't care about that. Later however, when the G forces really start to pile up, my probebody starts to heat up! It will then eventually explode and since it is a structural part of the vessel that means game over. I don't understand since the body is not directly behind the heatshield, it is in the middle and it is one size smaller than the shield. I have tried this with multiple reentry trajectories but it always happens. I hope you guys can help me! Here is a screenshot of the situation just before explosion, notice that all other parts (including wider ones) are fine: Bloody image does not want to insert, it's here: https://imgur.com/a/ftCQd
  13. I'd like to be able to create solid motor configs that have 100% thrust all the time in order to reduce gravity drag for orbital launch vehicles. However, I don't know how the thrust curves in the engine configs are structured. For instance, the AJ-260 FL: thrustCurve { key = 1 0.554323725 -12 -12 key = 0.99425197 0.692904656 -4 -4 key = 0.851189892 0.859201774 -0.952083496 -0.952083496 key = 0.681175941 0.985310421 -0.531426454 -0.531426454 key = 0.63542801 1 0 0 key = 0.498184216 0.985310421 0.255306394 0.255306394 key = 0.323060905 0.914634146 0.285245267 0.285245267 key = 0.157006708 0.88691796 0.31677097 0.31677097 key = 0.03821409 0.831485588 3 3 key = 0.023086798 0.44345898 39.42093859 39.42093859 key = 0.00322197 0.138580931 7 7 key = 0.0001 0.0005 0 7 } wat. I think the first two columns are referring to the propellant quantity remaining and thrust, respectively, but what are the latter two columns? I really don't want to do this, but... @NathanKell? @Phineas Freak? @JadeOfMaar? @Mecripp? Can you help?
  14. Typically, as the thrust produced depends on the propeller used and the airspeed, propeller engine performance IRL is measured in horsepower or kilowatts. As stock propellers require a constant amount of electricity to run, we can find their in-game power consumption in units per second easily—in fact, by just looking at the Resource bars. However, there are 2 potential ways to convert this into real units: A solar panel of a certain area pointed ideally at Kerbol from Kerbin will produce a certain amount of charge per second. An in-game power-per-unit-area figure can be calculated from that. Compare that with Earth's 1361 W/m3 ideal power-per-unit-area figure. This will of course depend on the efficiency of the solar panels used, but assumptions can be made. More reliably, the Realism Overhaul mod suite has a conversion factor from units of electric charge to Watts in case a part specifies its power consumption that way. So, it should be possible to measure the power output of stock propeller engine. It should also be possible, though difficult, to measure the mechanical efficiency of the engine by taking into account the rotary's* moment of inertia, angular acceleration, and cruise angular velocity. Has anyone ever thought of this before? Regardless, if you have made a stock propeller aircraft, please post the power output of the planes and engines you've made, as well as preferably their masses. Posting mechanical efficiency would be really awesome. *Most KSP stock props are technically rotary engines.
  15. I actually found this out a couple of months ago on accident, and thought nothing major of it until recently when I badly had an urge to play stock again for its simpler plane construction mechanics, greater exploitability, etc. The question I have is this: Is it safe? I'm worried playing stock KSP (of course, not on the same savegames) while still having RSS, RO, and RP-0 installed may crash it, or corrupt my savefiles. Will it?
  16. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/media/Thrust%20Misalignments%20of%20Fixed-Nozzle%20Solid%20Rocket%20Motors.pdf // The Satellite Encyclopedia - Castor Series: https://www.tbs-satellite.com/tse/online/lanc_castor.html // Used by: // Squad // ================================================== @PART[*]:HAS[#engineType[Castor-1]]:FOR[RealismOverhaulEngines] { %category = Engine %title = Castor 1 %manufacturer = Thiokol %description = The Castor 1 was first used for a successful suborbital launch of a Scout X-1 rocket on September 2, 1960. Castor 1 stages were also used as strap-on boosters for launch vehicles using Thor first stages, including the Delta-D. Diameter: [0.79 m]. @MODULE[ModuleEngines*] { %EngineType = SolidBooster } !MODULE[ModuleGimbal],*{} !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Castor-1 modded = false CONFIG { name = Castor-1 minThrust = 0 maxThrust = 286 heatProduction = 100 PROPELLANT { name = PSPC ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 247 key = 1 232 } curveResource = PSPC // guesses (note: max is above nominal * thrust_curve_max) chamberNominalTemp = 1500 maxEngineTemp = 1745 thrustCurve { key = 0 0.2 0.6566457 0.6566457 key = 0.08 0.7826234 11.38028 11.38028 key = 0.12 1.091428 0 0 key = 0.177 1.072238 -0.3012535 -0.3012535 key = 0.832 0.9977316 0.2489114 0.2489114 key = 0.91 1.052388 1.565168 1.565168 key = 0.9730649 1.160696 0 0 key = 1 0.93 -4.794868 -6.284284 } } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[Castor-1]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = Castor-1 ratedBurnTime = 28 ignitionReliabilityStart = 0.91 ignitionReliabilityEnd = 0.994 cycleReliabilityStart = 0.94 cycleReliabilityEnd = 0.997 reliabilityDataRateMultiplier = 2 isSolid = True } } Also, how do you unscramble the thrustCurve for this? It's not simple like it is for the Star 48B or other motors?
  17. Hello, since playing a big modpack like RP-0 tends to cause problems whenever a new version is released, I have so far given up three carrier game that became unstable. However, playing the "same" thing over and over again did somewhat reduce my enthusiasm. In order to regain that I thought that sharing my new attempt in 1.1.3 and - hopefully - discussing it with others might help. And there we are, my very fist attempt of a playthrough: So far I've launched the first sounding rocket (plus 1 failure) fixed some issues and put a bigger rocket (A-4 recreation) in the queue. Lauch # Date and Time Name Outcome 1 January 16, 1951, 8:30 Aerobee WAC HFR I FAILURE, wings ripped off, explosion in flight 2 January 31, 1951, 11:08 Aerobee WAC HFR Ia SUCCESS, altitude record: 87066 m Any feedback would be appreciated, especially about fixing issues (like the missing clouds) and suggestions concerning the video quality and editing process. I would also like to hear you thoughts on the research direction I should take and the type of rockets I should build.
  18. Rus_1952

    Airplane on Saturn

    Finally, I did what I had planned a few years ago: I dropped the plane into gas giant. And it didn't broke apart!
  19. Hello and welcome to the home page of the ISEA. Our mission is to do realistic launches in RSS/RO using a variety of rockets. Launch: Breesat 1 + Rsat 2A Rocket: TBD Window: 22:15-22:45 UTC (6:15-6:45 EDT) DATE: OTC 28 2017 Livestream: https://www.twitch.tv/realspaceprogram Our current rockets are Zeus- 2AS, 301,311,321,331,601,611,621,631,641 and 651 Aquarius- 4,2 5,2 5,4 and Heavy Hawk- 1.2 Delta 2 7930-7925 and Delta 3, Scorphious. here are some images of launches of our various LV's Submit payloads here https://docs.google.com/forms/d/1V974De3AFrYTczvG6uvR3tJcKK3YwMVAfxPmrWHGBhw/edit?usp=forms_home&ths=true Mission controller requirements: In order to join, us we want you to have a few requirements so you can effective assist us. Real Space Program is entirely a group effort, therefore we need every member to contribute as best as possible. So here is a list of what you will need in order to join (role specifics listed below)(bullets in bold are required): Non-Mission Control Requirements: Discord (primarily text portion, mobile app acceptable) Able to run a KSP save with Realism Overhaul (RO), Real Solar System (RSS) and all of their dependencies. Specifically able to make Launch Vehicles. Knowledge for planning and coordinating. Knowledge to code within kOS, KRPC.(GNC Only) Mission Control Role Requirements: Decent Microphone Good internets speeds Discord Chat Software (for Mission Control Discussions- during launch) Able to attend launches (semi-regularly. We can make exceptions, but only if mentioned before a launch!) Our website http://iseaofficial.weebly.com/ Community Discord https://discord.gg/fCW2dy8
  20. I have been messing with the Engine config files in my copy of KSP 1.2.2 with Real Solar System, Realism Overhaul, and Realistic Progression Zero mods installed, mostly to create fictional engines or engines that do not exist in currently available mods. However, I have not been able to add gimballing to an engine that previously had none. For example, I attempted to add gimbal to the RS-88 engine for an orbital launch vehicle using that to power its first stage and an AJ10 to power its second stage, but even after ~8 attempts at adding and modifying the ModuleGimbal, it still didn't work. What am I doing wrong? Here's the RS-88 code at the final attempt: RS88_Config.cfg - Google Drive
  21. I would like to know how I should make a MM patch to make some Non RO parts tagged as RO. I tried with this method but It didn't work. The mod (at the moment , I'll do more RO patches in future for other mods) is NEBULA DECALS. Thank you for your help!
  22. I finded old tool for just RemoteTech. Adding another antennas and bodies not a problem - problem that this tool use 'standard' model, but RO use 'root' model of RT calc.
  23. Hi all, I'm trying to make an E-1 upgrade which increases its thrust and slightly raises its Isp, but when I load it up in game it doesn't show up. I tried just copying the existing E-1 upgrade and tweaking it but that didn't work. I tried googleing it but that didn't yield anything useful. Any suggestions? CONFIG { name = E-2 description = Speculative upgrade configuration for the E-1. minThrust = 2744.064954 maxThrust = 2744.064954 heatProduction = 100 massMult = 1.0 ullage = True pressureFed = False ignitions = 1 IGNITOR_RESOURCE { name = ElectricCharge amount = 0.5 } IGNITOR_RESOURCE { name = TEATEB amount = 1 } PROPELLANT { name = Kerosene ratio = 0.3929 DrawGauge = True } PROPELLANT { name = LqdOxygen ratio = 0.6071 } atmosphereCurve { key = 0 305 key = 1 277 } techRequired = heavierRocketry cost = 550 } } !MODULE[ModuleAlternator],*{} !RESOURCE,*{} RESOURCE{ name = TEATEB amount = 1 maxAmount = 1 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[E-2]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = E-2 ratedBurnTime = 265 ignitionReliabilityStart = 0.947 ignitionReliabilityEnd = 0.999 cycleReliabilityStart = 0.9575 cycleReliabilityEnd = 0.9927 techTransfer = E-1:100 } Any help is appreciated. Hay
  24. The challenge objective is to build a stable space station around all the planets in the solar system Rules: Modules may not contain more than 10 parts (Excluding 2 Docking ports) Crew modules must contain life support for at least 30 days with maximum crew You maybe only use mods that have build in RO configs Modules must only contain RO Required, Suggested, and Recommended mods Only send up one module at a time Any modules most have at least 350 m/s of rendezvous dV If you send up a shuttle, you, and only you, are responsible for landing it Let at least 2 people go before you go again. Orbital Parameters of Earth Station: Inclination: 51.6 degrees Altitude: 500x500 km Docking ports: NASA Docking system, Apollo Docking system Launched from CCAFS Upload saves to here: https://drive.google.com/drive/folders/0B1GyX57RbExBWVIzUllDd1hhbDQ?usp=sharing