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Found 105 results

  1. 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?
  2. New RSS thread for continued versioning and support by the RO team. Currently includes the old original post text, a rework will be done in the next few weeks. This mod will turn the Kerbol system into the (Real) Solar System. It is highly recommended to play using the Realism Overhaul suite. Also, check out the RSS Wiki, especially the FAQ!. RSS DOES NOT INCLUDE LAUNCH SITE SWITCHING ITSELF. Launch site switching (KSCSwitcher) is a mod by regex which prior to v10 was included in RSS's dll. Flyby finder for RSS by PLAD -- check it out, it's great! Alternate size solar systems (since people expect to find the list here) Note that they are all independent mods and do not depend on RSS. Small Scale Solarsystem (1/10th, i.e. Kerbin-scale, real solar system) KScale2 (2x Kerbin) Kerbin 365 (3.2x planets, 6.4x orbital distances) 64K (6.4x Kerbin) 10x Kerbol system README: This mod will convert the Kerbol System into the (Real) Solar System. Thanks to asmi for kicking me into to doing this and offering so much help along the way; to ferram for aeronautics and orbital help (and FAR, which is essential), and for countless time spent helping others get the most from this mod (and me the most from my modding); to ZRM for many ideas and info; to yargnit and MedievalNerd for playtesting extraordinaire; to everyone else who offered suggestions, code, help, cool screenshots... Supreme thanks to all who helped make RSS possible! regex for code, and dimonnomid and SpacedInvader for incredible art for RSS, and pingopete for his work on RSS - EVE interoperability and atmosphere work for RSS, and KillAshley for making RSS so much better (and prettier!). RSS would not look or perform the way it does (or have gotten released!) without their amazing contributions. Thanks to stratochief and grayduster and Thomas P. for wonderful help in converting to Kopernicus and adding the new bodies--with their help RSS has entered a new era! License: CC-BY-NC-SA Includes code by Majiir (CompatibilityChecker, licensed as per source). Includes artwork by dimonnomid and SpacedInvader and Dr. Walther and KillAshley in addition to NathanKell. Includes biomes by Felger and grayduster and KellanHiggins and KillAshley. 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. Also included: Module Manager (by sarbian, swamp_ig, and ialdabaoth). See thread for details, license, and source. Kopernicus (by teknoman, bryce, Thomas P., and NathanKell). See thread for details, license, and source. A configuration for Custom Asteriods by Starstrider42. INSTALLATION: 1. Delete any prior RSS install 2. Extract zip to KSP/GameData. You should have one dll (Module Manager) in the root of GameData, and two folders: Kopernicus and RealSolarSystem. However, you are NOT DONE YET. You need to install textures! TEXTURE INSTALLATION: Now, you must select a texture resolution. Download a premade pack (8192, 4096, or 2048) and then, if desired, selectively replace with different-resolution texutres. Note that 8192 is dangerous: it will not work at all on some Macs and you may easily run out of memory in a 32bit KSP environment. Now that all clients support 64bit, if you have a 64bit system it's worth trying. You can get the textures from: the texture repository. Grab one of the resolution packs, then (optionally) get replacements from the repo itself). NOTE: the path is NOT the same as the old (RSS v8 and below) path, and the textures are different. Clean out your old textures and install fresh. FINAL NOTE: You really should play with the recommended mods. See the Realism Overhaul thread for details. ====================== Changelog License CC-BY-NC-SA Download Plugin (by clicking here I certify I have read, and will follow, the installation instructions above) See TEXTURES above for the other downloads Github If you like my work, and want to send something my way, I'm now accepting donations. SUPPORT If you have an issue with the mod (crash, planets aren't rescaled, etc.) please follow the steps in this post. If you do not, I will ask you to do so before providing support. Gaemplay questions, however, are obviously not affected; this is for "your mod broked!!!". Screenshots: The Earth The Real KSC Suborbital trajectory Earth and the other orbits (X-Y plane is the equator; notice how tilted we are from the ecliptic) The New Planets
  3. 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 (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 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 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!
  4. 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!
  5. 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
  6. 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.
  7. 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?
  8. 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!
  9. 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:
  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. 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.
  12. 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?
  13. 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: // The Satellite Encyclopedia - Castor Series: // 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?
  14. 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.
  15. 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!
  16. 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
  17. 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
  18. 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. 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:
  20. I'm going to send a MAV on Mars almost empty (with just the right amount of Hydrolox fuel to land) and then refuel it trough RealISRU (sadly still not completed, but it works).I need help with methods to extract the fuel from the surface/atmosphere , chemical conversions and some math with it. Landing config: Mars takeoff config: I have 15 months to produce all that fuel.(around 85 tons)
  21. 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
  22. The stock of engines and other parts available to me in my build of KSP RSS RO RP-0 (still 1.1.3, can anyone help me out here?) has become boring. Engine mods provide many of the real engines, but more obscure engines (e.g. the HM4, MGM-5 Corporal engine, Wasserfall engine, AJ-260, et cetera) are nowhere to be found, and I want to make fictional engines for my spaceflight-related fictional universes and alternate histories (like engines burning supercooled 100% ethanol and liquid oxygen, hydrofluor, et cetera). I am also bored of the non-editable historical probes, thermophobic RCS, and the lack of generic heat shields beyond Lunar-rated, though not as much as I am about the engines. I have no intention (currently…) to develop mods for other people. I also have no intention to create new models, animations, plumes, or sound effects, just to use those already in existence scaled according to size.
  23. Hello , I'm trying to land very heavy payloads on Mars and for this I'm using a gliding technique (Pretty much like the Space Shuttle). My first payload , the Mars Ascent Vehicle (201 tons) lands safely on Mars with Gliding+Parachute+Retro rockets As you can see the CoT is below the CoM, which is below the CoL and I can tilt it at 40 degrees without problems (so it's pretty stable). But for some reason.. This is the MDV.It flips in the air if it's more than 25 degrees inclined(I need around 30-40 to slow down) In the Mars Descent Vehicle the CoT is above the CoM and CoL.I have no idea why this happens and how to fix it.Is this why it flips?Thanks for the answers.
  24. Saturn system grand tour!

    Hey guys, check out my new video i made this night!