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Found 122 results

  1. This will be a timeline of events that happen during my RP-0 Space Program starting in 1951. This will also have some role play elements added to it to make it seem more interesting and realistic as it will have some certain historical events happen, but also have fictional parts, too. 1922 - 1950 (Introduction)
  2. R E A L I S M O V E R H A U L [1.7.3] Realism Overhaul v12.7.3 [23 Nov 2019] License: CC-BY-SA Intention: 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). _________________________________________________________________________________________________________________________________________________ TOOL SPOTLIGHT Generic Engines - Web Version by PatPL This tool allows you to quickly configure engine configs in the web browser on the fly, choose from over 120 engine models and even assign TestFlight configurations to it. Check it out via the link above. _________________________________________________________________________________________________________________________________________________ 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 _________________________________________________________________________________________________________________________________________________ RealismOverhaul Wiki Mod Overview: 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 Continued Module Manager Modular Flight Integrator Solver Engines Plugin Kerbal Joint Reinforcement - Continued Real Chute Real Fuels Community Resource Pack 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 Deadly Reentry Hangar Extender MechJeb - featuring advanced ascent guidance Procedural Fairings Procedural Fairings - For Everything! Procedural Parts Real Solar System RSS Textures - Choose your resolution KSC Switcher Remote Tech TAC Life Support Test Flight - Download 'TestFlight - Core' only Textures Unlimited Principia - recommended for axial tilt, realistic n-body physics - Check the installation instruction in the mod's thread / no CKAN 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: ROEngines - Extensive model collection for real life engines Realism Overhaul Craft Files DMagic Orbital Science Kerbal Attachment System SCANsat Part Mods: will be back soon P Installation In the current state of the mod's development and future, accurate and proofed-to-be-working installation instructions can be found here: https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.6.1 You can ignore the RP-1 part later on that page, if you do not intend to play a career mode. Support No support is granted without providing logs and easy to follow reproduction steps. Also make sure to drop by the official discord server where active users can provide help! https://discord.gg/ZGbR6nv Legacy / Manual Installation (expand) _________________________________________________________________________________________________________________________________________________ D O W N L O A D (1.4.5 through 1.7.3 release version) Source Changelog _________________________________________________________________________________________________________________________________________________ Career Mode - Realistic Progression One: If you are interested to take Realism Overhaul to a whole different level of playing KSP, you might be interested in the accompanying suite of mods. It integrates a completely new career system tailored for an early realistic space race and spreading into the modern ages - all at your own imagination and approach. The working installation instructions can be found on the GitHub wiki page. This mod was created by NathanKell and RedAV8R, 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).
  3. Hi there, and welcome to the Real Enhancements development thread. This mod aims to continue and expand pozine and imkSushi's Real Solar System Expanded mod. I plan to incorperate and restore the majority of objects in the mod My aim is to create a modular experience, so people can download packages based on their interests and their ability. I know this seems ambitious (especially RealStars, that one is going to take a while) Here are some pics for some clicks RESPOSITORY LINK: https://drive.google.com/drive/folders/1oCeqlZ4fBs6TNvnN0R57TMqhKbSBVzzO?usp=sharing It is recommended to install RealPatch to fix inclinations, other wise the inclinations of newer objects will be broken Discord Server (because Kopernicus won't give me a channel): https://discord.gg/pWfYbfm Requires: Kopernicus ModuleManager ModularFlightIntegrator RealSolarSystem Skybox requires TextureReplacer Catalog: As i said i wanted the mod to be modular, and you will be able to download each package individually. So if you are less experienced with RSS/RO you can download the NEO package, and if you want a challenge you could download Stars or ExtremeTransNeptunian objects Things i want to add (yeah i stole this image from imkSushi's thread) Credits: Me ("Our Benefactors") for doing something @Xurkitree for help with Kopernicus and RealAftermath @Noah the Smol and @GurrenLagannCWP (if I have the right accounts :P, most of the discussions have been done on discord) for working on RealHypotheticals pozine for making RSS Expanded in the first place imkSushi for restoring RSS Expanded NathanKell for Real Solar System AndrewDraws for RealExoplanets Gregrox for letting me use his sunflare TSMP for Kopernicus Squad for KSP imkSushi's old thread: pozine's old thread: This mod is licensed by the Creative Commons Attribution 4.0 International - http://creativecommons.org/licenses/by/4.0/
  4. Early crewed Moon landing Nasa proposal Gemini Lander I've just managed to do this early "low-cost" Nasa proposal to a cheap and fast moon landing, since our space program is often running out of money ( big hug to RP-1 team) . Of course, this little thing never flown in reality, was one of the possible applications of the Gemini spacecraft (one design even was planned to a Mars landing!). First, have to launch the landing module, attached to a Centaur stage (2 RL-10 with restart capacity), in LEO. Launch vehicle is the great Titan III-E: first stage 2 solid boosters and LR-87 (burning aerozine/NTO in AJ-9 configuration), second stage is LR-91 (same, AJ-9 too), and last stage is hypergolic Centaur stage , just to finish orbit. Of course we have to launch in the plane of the moon, so waiting, to have right relative inclination. Initial ascent Booters separation, aiming orbit at 250 km: Then LR-91 firing, and finally centaur stage just a bit to finish the work: The Lander is hidden in the fairings, and on top of that, agena probe core/docking port for gemini spacecraft. Now let's launch the crew! The gemini spacecraft have been upgrated with a better service module, providing enough deltav to hopefully come back from moon orbit, and enough life support stuff. Same Launch Vehicle. Crew: Neil Amstrong, Alan Shepard. And launching from Cap Canaveral (same as before) Standing by the launch: Neil and Alan photographs from the launch tower for their respective wives when they will (we hope) come back: Now get in, and launch! Waiting to have the same inclination as our target and an acceptable phase angle to minimize rendez-vous deltav cost. Hmm, all this thrust, glorious. After getting rid of boosters and first stage, centaur is as before finshing orbit: After rendez-vous maneuver, let's dock this! Docked! Now go for the moon: After about 2 days of travel in this tiny spacecraft, and after circularization burn, Neil Amstrong is getting in the Landing Module, leaving Alan Shepard a few hours alone in moon orbit: Undocking, and centaur stage firing its last precious amounts of deltav doing the decceleration burn, after that the lander will be released juuuust to the do final descent, at about 2000 m above the terrain, meaning Neil Amstrong will land with a Centaur stage going to crash.. just under him. What a brutal Nasa idea! Almost, almost, now let's do it smooth (the lander is propelled with 1 or 2 kn engines burning Aerozine/NTO (unthrottable) and have very few life support on it). I made the lander with descent and ascent stage, but not necessary at all, as you can see. And done! Now let's get out quickly of this flying scrap, plant a flag, take one or two pebbles for our scientists, eat a snack on moonar surface, and get back! Good bye moon: Rendez-vous with Gemini, and EVA crew transfer: Now let's go back to our dear old Earth, have to aim the return Pe at 71 km to capture first, and then land, for good ( since the Gemini heatshield will burn up under that, and we don't wan't that). Second and final reentry: Chuutes, chuutes: And gloriously, marvelously, splashed in the Indian Ocean:
  5. Announcing the 0.1.0 alpha release of Simple Procedural Engines. Aerobees too small for you? F-1 slightly too big? Agena more thrust than you need? Then have we got solutions for you! S. P. Engine allows you to create procedural engines from several real-world-inspired families, by setting the thrust and ignition count within the supported range. After tooling a design, you can follow its upgrade path as you unlock further techs, saving many many funds as compared to a brand new design. S. P. Engine is built for use with the Realism Overhaul suite of mods, and in particular has a hard requirement for RealFuels. (That's why I'm releasing for 1.3.1 rather than something more recent; the various Realism mods are still back there.) Currently supported engine families (with mnemonics): A: (Aggregat) Ethanol/LOx booster. B: (Bees) Small aniline/furfuryl/nitric acid sustainer. D: (Delta) Pressure-fed hydrazine/nitric acid upper stage. F: (F-1) Huge kerosene/LOx booster. G: (aGena) Pump-fed hydrazine/nitric acid upper stage. J: (J-2) Large hydrolox upper stage (and later aerospike sustainer). K: Kerosene/LOx booster up to about 1MN thrust. (Like LR79, H-1 and Merlin1.) L: (Lr105) Kerosene/LOx sustainer. Matches nicely with K-class to make Atlas-style stage-and-a-half. M: (M-1) Massive hydrolox upper stage (later also sea-level). Q: Small, throttleable hydrolox upper stage engine. (Like throttling RL10s developed for Lunex.) R: (Rl10) Small hydrolox upper stage engine. S: Small staged-combustion kerosene/LOx upper stage. (Like S1.5400/11D33/RD-58 family.) Several more are planned. Read this far? Download S.P.Engine 0.1.0 and give it a try!
  6. 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
  7. 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
  8. Hello, I am playing KSP 1.6.1 with RO and a bunch of other mods, however I am struggling to replicate the Luna missions. I am using the pre-made "RN Stock Luna 2" craft (from the Soviet Probes and Soviet Rockets mods by Raidernick), the craft has plenty of Dv, but I am still unable to reach/impact the moon. Correct me if I am wrong, but here is my understanding of how the real mission went: 1. Launched from Baikonur 2. Reached an altitude of about 200-300km (could not find an accurate number), before the main engine of the second stage ran out of fuel 3. Removed the fairing 4. Decoupled the upper stage, and lit it's vernier engines 5. At the right time it lit the upper stage's main engine as well (the RD-0105) 6. When the impact orbit was reached (or in the case of Luna 1, slightly after) the engines shut down. 7. Decoupled the probe 8. Impacted/flew close by the Moon Here is what I am doing in KSP RO using the RN Stock Luna 2 craft: 1. Set the Moon as target 2. Wait until the inclination of the orbit is as close as possible to the one of the Moon (around 17.5 degrees, according to Mechjeb's Rendezvous Planner) and the moon is in a proper position (not too far behind or in front of what would become my transfer orbit trajectory) 3. Launch 4. Reach about 200-300 km, decouple, light verniers, etc. 5. Use Mechjeb's Maneuver Planner to create a node automatically 5.1. Select "bi-impulsive (Hohmann) transfer to target" 5.2. Select "intercept only, no capture burn (impact/flyby)" 5.3. Select "create node at next apoapsis", because otherwise it creates a node after one orbit has passed, and the craft is not in orbit 5.4. Click "create node" 6. Align the upper stage with the node, wait untill the required burn time is split 50/50 before and after the node. 7. light the main engine, burn until fuel runs out. The craft itself (according to Mechjeb's Dv stats has 13176 m/s of Dv. However no matter what I do I still fall short by at least 1000 m/s of Dv on the upper stage. I tried warping back and forward before launching to change the position of the Moon in it's orbit, tried playing with the inclination and initial altitude, but no luck. What am I doing wrong, why am I unable to reach the Moon? I tried looking for a tutorial/info about this mission and it's mission profile, but I was unable to find anything detailed.
  9. Who knows how to add engine emissive in RO. Structure "name = FXModuleAnimateThrottle" seems doesn't working with real plumes. ksp 1.3.1 mods: realism overhaul, real plume, real fuels,solver engine, real heat, real chute, rss
  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. 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!
  12. 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!
  13. Hi. I have Kerbal Space Program 1.5.1 with Making History Expansion. I also have Realism Overhaul and its dependecies: Real(Chute, Plume, Fuels, heat), ModuleManager, Advanced Jet Engine, SmokeScreen, Kerbal Joint Reinforcement, and Ferram Aerospace Research. Although, the game says Realism Overhaul, Real(Plume,Fuels,Heat, and Chute), Kerbal Joint Reinforcement and Ferram Aerospace Research are only compatible with 1.3.1. All these mods takes away some needed components, and replaces them with different ones. But, not any from Realism Overhaul that I know of.Sure, there's an "SLS Tank", but it's just a few 3.75m Kerbodyne engines placed on to of each other. It even says that in the description! Do I have to downgrade to 1.3.1? I don't want to lose the features of the Making History expansion.
  14. Helle there, does anyone know if there is a way to calculate the amount of fuel which boils off in a specific amount of time? Thanks in advance.
  15. Hello there, I was just building a new spaceship when I realised that every RCS thruster I put onto my ship adds at least 100kg of mass to the total mass. Even the smallest ones. In the description of the thrusters it says they weight between 3 and 14 kg. Its pretty annoying because as you might imagine it makes a huge difference especially with the upper stages when it suddenly weights 400kg more. Any help is appreciated. Thanks in advance.
  16. 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
  17. 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.
  18. RSS-RO-RP-1 Career I will post here some stuff about significant and important missions in my ongoing career (already started so quite a lot of posts coming. Right know I'm in Moonar landings era, deep space probe, etc). Enjoy! Difficulty settings: -general: Hard -have to purchase parts after researching them -no crew respawn/no revert flights (save and quickload yes) -remotetech and all other realism settings and mods: yes Other things: I choose to not focus on accurate historical launch dates and take my time (since it was stressful on others games I did). Sadly, I'm not using Principia because it causes my game crash/performance hungry. And I was not happy with Mechjeb integration, but maybe it's better today I don't know (Say me if yes! EDIT: Yes, now with Lamont's PEG branch) Summary Let's start! As always, starting with a bunch of sounding rockets launches, and all those lovely testflight engine failures First rocket, first contract: The Wac. Wac: max apoapsis: 96 km. Spinned fins to stabilize trajectory, little unstability at few seconds before engines cut off. Xaerobee: using the upgraded aerobee engine in XARS configuration. Same as before, but with max Ap around 225 km. I'm also using it for sounding rockets contracts: it can bring a 20 SR payload to space quite easely: Jus passing the Karman line: And finally, first recovered rocket, the Xaerobee-Kombak using a modified xaerobee. Scientific payload is 2 biological samples. Ap around 120 km: Ditch the fairings Separation of the return stage. Chute aaarmed. And back. Landing in Cap Canaveral city
  19. 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 ^
  20. 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!
  21. I've installed RSS and RO alongside with RN Soviet Spacecraft and Rockets mods. What I'm trying to do is to recreate the Soyuz 4-Soyuz 5 mission and dock two Soyuz spacecrafts. The launch site is Baikonur while the orbit's inclination is 51.7°. To achieve orbit I'm using MechJeb2 with Powered Explicit Guidance. When trying to launch the second spacecraft to the same plane as the first one I can get at minimum a 0.77° of difference between the two, difference that requires to much delta-v to take care of (105m/s, the Soyuz only has 172m/s). What can I do to perform a precise rendezvous? I'd prefer to not have to fly by hand as it seems extremely difficult. What about kOS?
  22. 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
  23. 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?
  24. 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!
  25. 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!