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  1. Excerpt from Pathé News 1st January 1951 "In a surprise press conference this morning, eccentric Scottish multi-millionaire investor and self-described 'gentleman adventurer and treasure hunter', Peadar Ùisdean Cameron Kincaid (better known by his sobriquet 'Puck') announced an ambitious new project - he's entering the space race! "Speaking from a hotel in the small town of Kourou in French Guiana, 'Puck' disclosed a recent agreement signed between his newly formed company, Puck Aerospace, the local authorities, the French government and the governments of the neighbouring countries of Suriname and Nova Alba. This agreement allows the construction of a rocket construction, testing and launching facility on the coast north of the town. The governments involved have agreed to subsidise Puck Aerospace's endeavours in exchange for technology transfers and early disclosure of any scientific discoveries. While details were scant, Puck declared that he had already secured contracts and agreements from a number of the worlds leading companies in various technologies, with the goal of developing rockets capable of lifting scientific instruments, radio transmitters and other wholly peaceful payloads, higher, faster and further than has yet been achieved. "While he freely admitted that current technology has advanced only slightly since the infamous German use of V-2 rockets to bomb London and other targets during the Second World War, he firmly believes that sending large objects into space can be achieved in merely a few years with the appropriate investment of time, knowledge, expertise and of course funding. "He spoke glowingly of a future when humanity will be able to throw off the shackles of gravity and travel to the moon and beyond to the other planets of our solar system. Whether his dream is achievable or realistic remains to be seen." === Game info: Table of Contents Off-site links Kerbal X craft hangar - craft will be added after their launch has been reported here GitHub repository for patches, config files and artwork Career Log - statistics tracking of information exported from RP-1 STORY Chapters 1st January 1951 - Announcement of founding of PUCK Aerospace (this post) 15th January 1951 - PUCK Aerospace announces government sponsorship programs 20th April 1951 - First successful sounding rocket launch from Kourou 23rd April 1951 - Appointment of Mr Vincent Glasgow as Administrator for PUCK Aerospace 13th June 1951 to 13th June 1952 - Flight operations reports 14th July 1952 to 11th July 1953 - First contractors appointed and more sounding rocket grind 31st July 1953 to 16th August 1954 - Multiple sounding rocket launches and failures; and a little controversy in the news 20th October 1954 to 14th November 1954 - First monkey on a PA rocket and end of Suborbital Research programme. 28th December 1954 to 3rd October 1955 - Finishing the suborbital programmes (3000km and 5000km milestones).
  2. one day I decided: let's abandon all my mission reports, and go quiet for a week while secretly training myself in the sacred ways of the RP1 player. One week later... Loony's RP1 Misadventures! This is actually my fifth sixth seventh save... Previous save:
  3. Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
  4. This story takes place in an alternate timeline. One where the American Civil War never occurred, and the United States Supreme Court never heard Texas v. White in December 1868. This (if I'm correct) makes a state's secession legal. So I've decided to have my home state secede, thus creating an alternate timeline. Then, I had my newly independent state create it's own space agency. This is the imagining of what it might be like. And just to be clear: WASHINGTON STATE, not WASHINGTON, D.C.. I'm not here to argue about the politics of all of this, and I most certainly don't want a moderator involved in it. Questions and comments are open. Note: The spoilers below contain some important notes that will be of interest to readers. Reading them is not mandatory, though. I have no control over that. The Washington Air National Guard is the aerial service branch of the Republic of Washington’s military. It is, along with the Washington Army National Guard and the Washington Naval Militia, a component of the Washington National Guard. It was formed on August 6, 1924 as a state militia, becoming a dual state-federal reserve force in 1933 until 1937. As of 1951, they are headquartered at Camp Murray near Tacoma in the State of Pierce. The Washington National Space Agency is an independent agency of the Washington federal government responsible for the civil space program, aeronautics research, and space research. It was established by the Washington National Space Agency Act 1950 in the Washington Legislature. As of 1951, they are headquartered in Olympia in the State of Thurston with primary operations out of McChord Air National Guard Station in Tacoma, in the State of Pierce. Some notes should be read before anyone starts reading or following the series. Some of them are lengthier than others. It is not required to read the notes, just heavily suggested. The chapter begins here. PRESIDENT OF WASHINGTON: Arthur B. Langlie (R) CHIEF OF STAFF, WASHINGTON AIR NATIONAL GUARD: General George S. Payne ADMINISTRATOR, WASHINGTON NATIONAL SPACE AGENCY: Richard Simons AIR NATIONAL GUARD LIAISON, WASHINGTON NATIONAL SPACE AGENCY: Major General Wallace Seaver DIRECTOR, MANNED SPACEFLIGHT CENTER: David Heath DIRECTOR, MCCHORD LAUNCH STATION: Alexander “Alex” Turner Prologue Washington Capitol, Olympia, November 14th, 1950 Richard Simons strolled into the conference room and set down his briefcase on a vacant chair at the head of the table, and had his aide hand out the materials to the collective of Senators and Representatives sitting in the room, facing him expectantly. Outside the grand windows, it was raining persistently. Rain was extremely common in this part of North America during the non-summer months. Rather depressingly so. But summers were getting hotter and hotter, and wildfires more and more frequent and more and more severe. “Well, Senators. Representatives. My name is Richard Simons, and I have an exciting proposal for you all: a space program!” Everyone in the room promptly scoffed. Space programs? They had more important things to deal with, like national defense, and the economy. They had just seceded from one of the world's largest superpowers, after all, nevermind that it’s been thirteen years. Space wasn’t exactly on their minds. Two Senators straight up left the room. “Gentlemen, the Soviets and the Americans have been playing around with suborbital flights for several years now. Ever since the end of the War, the United States has sent up not one, not two, and no, not three, but four rockets! None of them ever stayed up there, of course, but that doesn’t matter at the moment. We don’t even have the technology to put natural satellites in orbit yet, but it’s something we’re discussing.” Senator Michaels spoke up. “You’re damn right we don’t, mister. We should be focusing on more important issues, Mr. Simons. National defense. The economy. Public utilities.” “Please, Senator, we’ve gotten that taken care of. It’s been thirteen years.” Mr. Simons was, of course, referring to Washington’s secession from the United States on November 11, 1937. “And three days. But these issues are still important to the public. They won’t like it if we waste funds that could better be spent elsewhere on a space program.” “Do you even have a proposed launch center?” This time, it was Representative Russell MacDougal. “We’ve narrowed it down to two possible locations: Camp Murray, and Camp Harmony.” “Camp Harmony? That’s in Puyallup, Mr. Simons. Puyallup’s a town of ten thousand people in my district. People who want nothing to do with your waste of resources.” “I know. When the Japanese were held at Camp Harmony during the War, it supported a population of 7,390 Americans of Japanese descent from across Western Washington and Alaska starting in May 1942. We’ll have barracks, with 50 square feet of space per individual and one small window, a single electrical socket, and a wood stove. These can support our staffers and astronauts. Several mess halls, laundry facilities, and latrines are also present at the Camp Harmony facility. A one-hundred-bed hospital was built in Area D, as well, and existing facilities from before Camp Harmony was established were used by the Army as administration offices and community centers. The place is chock full of workshops.” “And what if something happens? An explosion, say?” “That’s the tricky part. See, all the buildings at Camp Harmony are made of wood. It’s a fairgrounds and a concentration camp, both of which are temporary and meant to be taken down, so what better material to use than wood for that, am I right, gentlemen?” “That doesn’t answer my question, Mr. Simons.” “Ah, yes, I was getting to that. We’ll need one launchpad—” “Launchpad?!” “Yes, launchpad. Don’t worry, only a small one. For now. We won’t be able to do much beyond sounding rockets. Tiny little things. But as I was saying, we’d need a launchpad located fairly far away from the wooden buildings, at least until they are renovated, because any explosion would mean bad news.” Representative MacDougal grunted in dissatisfaction at the thought. “Mmm… I don’t sense anything good coming of an explosion at Camp Harmony. But you said something about astronauts earlier, Mr. Simons, did you not?” “Yes, I did. I must admit that’s more of a pipe dream at the moment, but those astronauts will need somewhere to sleep before missions, and Camp Harmony still has its buildings from the war.” “Why not use Camp Murray? You know, the National Guard—” “—I know what Camp Murray is, Representative. I mean, yes, it will provide essentially ‘free’ security because it’s already a National Guard station and it has sentries. But the truth is, Camp Murray is near an area too densely populated for our tastes.” “What about the McChord Air National Guard Station? Puyallup can’t be the only option… Can it?” “McChord does have a railroad line, that is an advantage, I must admit. McChord would also have this ‘free’ security given to us. But rockets would be flying over 12 miles of populated area. Rockets launched from Puyallup would only fly over 7 miles of populated area, and wouldn’t encounter any settlements beyond farming towns of 100 people at most, thinly spread, until Spokane, at which point it would be well high enough to not pose a significant danger. Not to Spokane, at least.7” Representative MacDougal considered this a moment, then started quietly discussing with his peers. “We’ll give you McChord. It has the railroad so you can order and ship supplies in. Besides, looking at this folder here,” MacDougal said, flipping through it to the AVIATION PROGRAM page, “you look like you want to deal with airplanes, too. McChord has a runway, Camp Harmony doesn’t.” There was a long pause. Nobody said anything. Nobody moved. “Take it or leave it, son. Final offer.” “That’s true, Camp Harmony doesn’t have a runway...” Another pause. “McChord it is, then, Representative,” Simons said as he closed his folder. Administrator Simons and Representative MacDougal stood up and each leaned over the table, giving each other a thorough handshake. The deal was done. Chapter 1: Ad Astra McChord Air National Guard Station, Tacoma, September 6th, 1951 | Program: Tiny Delta | Program Launches: 3 | Total Launches: 3 By February 9th, 1951, Launch Complex 1 had been completed at the Washington Air National Guard’s McChord Air National Guard Station, formerly belonging to the United States Army Air Corps before Washington’s 1937 secession. Launch Complex 1 was built only to support a rocket 16 feet1 in diameter and 32 feet2 in height. The Tiny Delta was the first ever sounding rocket designed and developed in Washington, being an offshoot of the Delta program that was started by a partnership between the 10th Civil Support Team of the Washington Army National Guard and the University of Washington up in Seattle. The ultimate goal of the program was to develop a military ballistic missile, but the Military Department had permitted the Washington National Space Agency to use 10 Tiny Delta rockets per year, just as long as the Army Guard got to keep an extra 20 for their own use. The Washington National Space Agency agreed to this arrangement. It was not ideal, but it was better than nothing. It was composed of two stages: a kick stage, composed of the Tiny Sergeant booster to get it up in the air, and the Tiny Delta missile itself was powered by a leftover Aerobee engine. As there weren’t many in Washington, and since neither the United States nor the Aerojet Corporation was going to provide them to Washington’s space program, the University of Washington was working on a similar engine to replace the Aerobee when the supply ran out, and it would. Fairly quickly, too. The Tiny Delta booster lifted off from the pad with the Tiny Tim booster doing most of the work. Unfortunately, the Aerobee engine failed to ignite, causing it to reach less than 3,900 feet3 in altitude, crashing back down after just a 32-second flight. Another Tiny Delta booster lifted off from the pad on January 23rd, 1952, and was much more successful. The Tiny Tim engine and the Aerobee engine ignited at the same time, and clean separation occurred at T+00:00:03. The Tiny Delta upper stage went on to achieve an altitude of about 20,500 feet4 before it started arcing back towards the southeast. Engine shutoff occurred at T+00:01:05, and power ran out at T+00:01:22. Another Tiny Delta booster arrived at McChord by steam train on June 3rd, 1952. Liftoff occurred at 12:29:23 p.m. local time with the rocket tilted in a southerly direction. After a roughly 1 minute, 30-second flight, the second Tiny Delta crashed into a patchy forest, sparking a blaze. East Pierce Fire and Rescue were called to the scene and swiftly put out the fire after eight hours of hard work. Nobody was injured in the crash and only an abandoned cabin was threatened by the fire, but was ultimately saved. The Tiny Delta program was closed after lots of hard work by the engineers involved. Administrator Richard Simons announced that the agency would instead be focusing on the M-1 missile, and publicly announced the goal of reaching the upper atmosphere by 1956, and outer space by 1958. Administrator Simons also announced that the agency would begin working on aviation no later than 1959. Chapter 1 Appendix 1 16 meters (rounded) 2 10 meters (rounded) 3 1,050 meters (rounded) 4 6,250 meters (rounded)
  5. I am currently using the RP-1 Legacy modpack that TheBeardyPedguin provided as its the only place I could find a Legacy Modpack, though I did not download many of the extra part mods, as I did not want them, however, this is a bug I have been having since around 2.0 came out. Perhaps before but I cant remember. Whenever I grab a new part, it will sometimes freeze and be unmovable from where it spawned in, but if i drag my mouse behind a menu, such as the MechJeb deltav readout, the part can be moved and placed, but not picked back up again, leaving the VAB does not fix it, switching save files does not fix it, only resetting the game fixes it, this makes the game basically unplayable, needing to restart it every few parts. I have looked and have not found any mention of this bug and am desperate for a fix. Does anyone know what causes this or how to fix it? The debugging menu doesnt say anything when it happens, and it's incredibly confusing.
  6. I have seen mission reports here that detail the histories of space programs, and so I have been inspired by them to put my own scenario to paper, or keyboard I guess... introducing... The History of a Three-Way Space Race ~~~The Beginning~~~ This Earth in 1940 is split between 3 Superpowers; Kiwet, Copernia, and Sunda. The world has entered a "cold war," driven by the recent invention of Nuclear Weapons, which if used in a full-scale war would cause untold damage. In 1942, Kiwet started a secret program to develop rocket technology that could enable the delivery of nuclear bombs to locations halfway around the world faster than any other method. This program to develop ICBMs would reach a big milestone in 1945 with the maiden flight of the Icarus V rocket. The Icarus V sits on the pad in White Sands awaiting launch Icarus V launchs, the launch clamps unclamp The Icarus V crosses the Karman Line, becoming the first artificial object to enter space The flight of the Icarus V would last less than an hour, ending with it re-entering the atmosphere burning and crashing about 100 km downrange, However, Kiwet's ICBM program isn't as secret as they would hope, as it is infiltrated by spies from both Copernia and Sunda, through espionage, the plans for the Icarus V and other rockets make it way to the other Superpowers, sparking their own rocket programs, and seeding the space race. After many years, the first succesful ICBM would be assembled onto the launch pad in 1951
  7. RVE2.0 is a continuation of both RVE64k by Pingopete and EVO by ItsJustLuci, featuring 64k multi layer clouds, 64k land textures, city day/night cycles, a custom TUFX config featuring eye-adaptation, bootprints on several celestial Bodies, atmospheres, aurorae, lightnings, custom sunflare etc. ONLY FOR HIGH-END SYSTEMS, EXTREMELY PERFORMANCE INTENSIVE! Features: -Zero compromise visual package for RSS -64k Multi layer clouds -64k Earth Terrain -64k City Light Mask -Aurorae -Bootprints on several celestial bodies -Gas giants from GGE -Custom TUFX configs (Special thanks to Ballisticfox0) featuring Eye-adaptation for Earths dark side. Install: -Download link(Github): https://github.com/Ceriousyt/RVE2.0/releases/tag/v.1.1 -Install the latest version of RSS, Scatterer and EVE Redux -Copy the contents of RVE2.0.v.1.1/Gamedata into your Gamedata folder. -Enjoy! Licensing: RVE 2.0 is licenced under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0), you are free to redistribute, modify and copy the contents of the mod as long as you attribute and credit the appropriate author(s), remain non-commercial and distribute it under the same licence (CC BY-NC-SA 4.0) Credit: -C#erious(RVE2.0/TUFX cfg.) -Pingopete(RVE64k) -ItsJustLuci(EVO) -Vaughn/Astroniki(ASF) -Thomassino(Cepheus Sunflare) -Theysen/hebaruSan/siimav(RSSVE HR) -ballisticfox0(Gas Giants Enchanced/TUFX cfg.) Dependencies: -Scatterer -EVE Redux Recommended Mods: -RSS CanaveralHD -RSS Canaveralpads -Parallax -Realism Overhaul -Pood's Deep Star Map Skybox -Planetshine -DOE RSS cfg. -TUFX For use with RSS only! Tested on: I9-9940x RX6800xt 64gb ddr4 @3000mhz cl16 Special thanks to all people involved directly or indirectly in the creation of this visual package! Changelog: v.0.2: First Release! 28.01.2022 by C#erious v.0.4: Fixed clouds not appearing! 04.02.2022 by C#erious v.1.0: -Fixed Earth 64k terrain -Replaced and fixed Earth Aurorae -Fixed CityLights -RSSVE Mars Clouds -Integrated GGE -Lots of small bugfixes -Benchmarking -Tested compatibility with KSP 1.10.1 up to the latest. 16.02.2021 by C#erious v.1.1: -More or less fixed cloud desyncing -lowered aurorae brightness -New TUFX profile 22.03.2022 by C#erious
  8. CH-4: Changing History Iter Deinceps, In Perpetuum Moving forward, Perpetually ─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────── Welcome to Changing History (CH-4) we are a lategame addon to Realistic Progression One(RP-1) aiming to reimagine and redesign what is possible following your first moon landing! As an expansion to RP-1, and thus realism overhaul, realism and achievable technology is at our foundation. We aren't aiming to design warp drives or fusion energy, we simply want to enable the exploration humanity could be doing today, given enough interest... Who are we? We are a group of RP-1 and RP-0 players and developers, aimed towards making the next challenging chapter of your career mode save in RSS. What are we doing? Where did we come from? We started off as an extension to RO Engines, but have slowly become more skilled at modding, allowing us to branch out further. Currently our main goal is to develop timelines, allowing the player to chose a path they want their agency (and possibly others) to follow. The currently planned timelines are Lunar, Venusian, Martian, Terran, and the Exploration of the Outer Worlds... Note these may be subject to change. As an expansion, you can expect the following from us: New contracts, likely approaching or exceeding 100 within this first "update". None of these will conflict with RP-1's, instead they will override and build off of them. New parts, allowing for realistic, small to medium scale habitation of other celestial bodies, orbits, and much more. New mechanics, encouraging things such as reuse, exploration, and international cooperation. We still have a lot planned, including a wiki, a youtube channel, and further documentation. These things, like the mod itself, should be expected to come in time... Ultimately, we would like to open up development to the community following the first major release, CH4 v1.1, but we are expecting to release pre-releases on our github. Download, Installation & Liscensing You can download the latest release from our Github CKAN Support coming soon™ Installation (for now, atleast) comes with no special instructions. Simply drag and drop the CH4 folder into your KSP Gamedata directory; As long as you have RO, RP-1 and RSS installed that's it! You should now have access to a couple dozen new engines, and some new airlaunch tech! Currently using the license CC BY-NC-ND 4.0, we are politely asking that you don't redistribute or modify our work, this will allow us to more easily develop towards our goal. I have become death, destroyer of framerates RD-270 As a closing note, most of us are pursuing education currently. We will try to release in as timely a manner as possible, but do give us time. A rushed mod is a broken mod.
  9. I've decided to dive straight into an RSS/RO/RP-1 run, for the first time. I have used some of the individual components before (RealFuels, Procedural Parts, Kerbal Construction Time), but not in a big package like this. I spent ~4 hours last night, and November 1954, I have completed the Downrange 3000km contract, and unlocked the level 2 60t launch pad. I shouldn't need to do a Corporal stacked on a V2 any more My thoughts on RO so far: Everything being procedural is very, very unfamiliar for me. It feels like I've spent double the time building a procedural rocket, versus quickly throwing BDB parts together. Everything feels fiddly, for some reason. KCT simulations are neat. How can I get it for my non-RP-1 installs? I am very slow (at least according to https://rp1careerlog.azurewebsites.net/), 11/1954 is pretty late. Apparently first orbit IRL is in 1957, so I am behind a bit. Kerbalism science is neat, auto-collect and auto transmit. I wish the BDB tanks and probe cores, at least, were available to make building rockets a little quicker. Lego building blocks and all that, versus the 3D-printing of Procedural Parts. I'll be uploading my career logs in a Gist: https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 And to the RP1 Career Tracker: https://rp1careerlog.azurewebsites.net/?careerId=644846f1763150b279354eec https://imgur.com/a/Hb2UeHA
  10. KSP: Latest - OS: Linux Mint Problem: Game crashes when i decouple, no clue whats causing it, but its not an issue without mods,. Mods installed: Realistic Progression + Recommended CKAN Mods (.ckan file included with the logs) Reproduction steps: when i decouple the two decouplers my game just exits. I've included the log file, save file and .ckan mod list for you all. Log: <link>https://drive.google.com/drive/folders/18qLFoulDWnTaLFHhwWVwz0ytxeXfI4x-?usp=sharing
  11. BenjisHardwiredLogic Version: v1.2.2 Dependencies: ModuleManager.4.2.2.dll Download: Github - Spacedock - Sourcecode Installation: Simply drag the folder BenjisHardwiredLogic into your GameData folder. Description: A ksp mod to "hardwire"-logic into rocket designs. (At this point: decoupler-staging, fairing-separation and engine/rcs-ignition). Every engine, decoupler or fairing is now disabled by default and can be enabled/disabled by the push of a button in the editor's PAW. Decouplers and also Fairingbases can have a delay assigned (up to 30min 59.9sec). The same for Engines (solid and "liquid") and RCS thrusters. Procedural Fairings (only RO, not the squad basegame thingies) can have a height between 0 and 140 km assigned. Every other value will start counting down once the launchclamps are released. When reaching 0min 0.0s the decoupler will automatically decouple, the engine light up and the RCS become active. Fairings automatically separate at the set height (above sealevel). If the messaging system is activated, 3 pre messages at -10s, -5s and -2s will be shown on screen. Also a on screen message at the actual decoupling, ignition or fairing separation are shown. This will save a lot of space in the StagingList because the whole launcher can be put into 3 stages (or 2, if the 1st stage Engine is immidiatly at 100%, for example if you're using a SolidMotor). But maybe you should just leave your StagingList the way it always was. Else you mess up all the dV and burntime readouts (KER and MJ). The other upside is, you can always stage, decouple and separate fairings ahead of countdown (in case of engine failures). This mod does not prevent that. Example (of your standard launcher): Stages 0-4 un-automated payload-stuff, whatever you wanna put into space... Stage 5 2x radialDecouplers connected to the solidMotors (delayed for 30.5sec) 2ndStageEngine (2min burntime) (delayed for 1min 3.8sec) 2ndStageDecoupler between 1st and 2nd stage (delayed for 1min 4.8sec) payloadDecoupler between 2nd stage and payload (delayed for 2min 4.0sec) procFairing (set for 90km) Stage 6 launchClamps 2x solidMotors (30s burntime) Stage 7 1st stage engine (65s burntime) So, let's look at what will happen, shall we? First spacebar fires the main engine. Once that is spooled up, spacebar fires the solidMotors and releases the launchClamps. Now the countdowns will start. At 30.5s the solidMotors will decouple At 1min 3.8s the 2nd stage will fire. At 1min 4.8s the 1st stage will be decoupled, hopefully the 2nd stage is spooled up by now. At 90km the fairings will separate. 2 minutes 4 seconds after lift off: The payload will be decoupled from the 2nd stage. Changelog: v.1.2.2 - The "Correct me, if I'm wording things wrongly and please spin stabilize" release -Aded a rare 4th Stage and Spin-Motor Option for Igniting and Decoupling -Grammar update: - Editor: Igniting -> Ignite - Editor: Decoupling-> Decouple - Messaging: Jettison-> Jettisoning - RCS with its own correct grammar v.1.2.1 - The "SHUT-UP! I told you not to message me" release -CHANGELOG & README: - Added to the release zip -OnScreen messaging system: - All messages are now schown in the upper center - Messages can be turned off now, forgot to implement that earlier v.1.2.1 - The "SHUT-UP! I told you not to message me" release -CHANGELOG & README: - Added to the release zip -OnScreen messaging system: - All messages are now schown in the upper center - Messages can be turned off now, forgot to implement that earlier v1.2 - The "warn me before doing stuff automagically" release -OnScreen messaging system: - Can be turned off - Shows 3 pre messages before decoupling and igniting at -10s, -5s and -2s - Shows a message at decoupling, igniting and fairing separation v1.1.1 -The "humans want something nice to read" release -inflight PAW change: Circuits are: connected/disconnected instead of active?: true/false v1.1 - The "ON-OFF-Button" release -enable/disable button to disable funcionality instead of 0.0s/0km v1.0 - The "never available, 'cause I forgot to generate a zip file" release -initial release
  12. "For all our failings, despite our limitations and fallibilities, we humans are capable of greatness. What new wonders undreamt of in our time, will we have wrought in another generation, and another? How far will our nomadic species have wandered, by the end of the next century, and the next millennium?" Chapter 1: An Accident, a Tragedy, a Triumph. It seems NASA is ready to start this evenings press briefing, here is a statement from Associate Administrator of the National Aeronautics and Space Administration, James Webb It is with deep sorrow that I address you here this afternoon. As many of you know, at 9:55 this morning the Gemini VI-A spacecraft suffered an anomaly, and the space program experienced a national tragedy with the loss of the Gemini VI-A spacecraft and her crew. Two dedicated, well trained and experienced pilots were on board that spacecraft, and sadly neither survived. Approximately eight seconds into its flight, a dramatic loss of thrust was observed in the Titan booster-rocket. Following protocol, command pilot Walter Schirra pulled the ejection ring in an attempt to get himself, and his fellow crewmate Thomas Strafford safely out of the capsule. It is with a heavy heart that I say the protocol failed them both. We here at NASA have failed them both. All data reported indicates the startup sequence was performed normally and without error, and we are still looking at the potential causes of failure in the booster’s first stage. However, if this were the only problem, the astronauts would still be with us today; Something prevented their parachutes from deploying fully upon ejection, leading them to impact the ground roughly a mile from the launchpad. Recovery teams were sent immediately to begin the recovery of the astronauts, however without a parachute, a fall from that altitude is nearly certain to be a fatal one. I’m aware of the media broadcasting footage of the ejection, and I appreciate them cutting the cameras shortly after. We are not here to speculate, neither to the cause of the booster failure, nor the parachute failure. It will take all the data we have, extensive testing and investigation to draw any conclusion, and to provide a sense of closure to the families, and to the nation. A formal board looking into today's accident will be established this evening, and all subsequent reports as to the cause and our agency's findings will be published by this review board. Data collection has begun, as has the analysis of the conditions of the launch pad, ground support systems, and even the notes made by members of our pad staff and launch teams here at the cape. We will get to the bottom of this incident, so that nothing like it can ever happen again. We thank you for your patience, and we ask that you give the families the space and time needed for them to grieve. As Webb promised, the investigation into the causes of the Gemini 6A failure did begin that evening, however to the public it was known simply as The December 12th Committee. Their findings would shape NASA safety culture, launch schedules, and nearly all subsequent programs for decades to come. The weight of the entire space program, and by extension the space race, was resting on their shoulders. Changes to the Gemini would be somewhat hard to see, but that didn’t make them any less important; The improved safety offered was considered by many to be well worth the wait caused by retrofitting the remaining five Gemini spacecraft. While not the largest change, easily the most impactful was that of the nitrogen purge. Prior to liftoff, when the cabin’s pressure was at its highest, the capsule would be filled with a mixture of gaseous oxygen and nitrogen to prevent another violent fire. This atmospheric mixture would bleed out of the capsule as it ascended, being replaced with pure oxygen, albeit at a much lower and safer pressure. This yielded an equally safe, and well proven environment of pure oxygen held at a low pressure. Another hard to spot change would be the Astronaut Tethering Points (ATP) added to the base of the Gemini’s Docking Adapter. These points were mere metal hoops, meant to allow the astronaut to attach his carabiner to while wearing one of the two life support packs included in the Gemini Program. This would, if functional, allow the astronauts to separate themselves from the nose of the craft by up to 75 feet (23 meters) achieving unmatched distances and flexibility during EVA. Lastly, the capsules would see a complete overhaul in their launch abort capabilities, with their ejection seats traded for a more traditional couch-style seat. NASA would instead opt for a more traditional, thus proven system, the launch abort tower. The tower weighed more than the seats, however due to staging off of the spacecraft 15 seconds after second-stage ignition, this actually resulted in a trivial, yet measurable payload increase. However, the trading of the bulky launch abort seats did have further benefits. First and foremost was astronaut comfort, as the astronauts had substantially more legroom without the ejection mechanism. This legroom could, and would be utilized in upcoming flights to stow tools, house sample containers, and carry additional life support as needed. The final change would come to the Titan-II. The rocket would receive a small payload containment ring which the Gemini spacecraft would sit atop. This 10 inch tall ring would allow for small payloads to be mounted alongside the Gemini, for use in orbit. Umbilical cables connecting spacecraft to rocket would be routed through this ring, with stringers lining the insides. Ultimately, this modification would see minimal use, however it would be the first demonstration of a concept that had been around as long as man had dreamed of spaceflight. It would demonstrate the prospect of man riding alongside cargo into space. This capsule, with all of her substantial safety improvements was dubbed Gemini Block IB, and was given a new coat of paint, distinguishing her from her sisters. The changes resulting from the December 12th Committee would ripple outwards into other programs. Of these, the most impacted was NASA’s upcoming Project Apollo. North American had suggested a nitrox cabin environment in their original bid, but was shot down by NASA management who claimed “It wasn’t a problem, and it hadn’t caused issues on Mercury” words which would later come back to bite them, hard. Rather begrudgingly, NASA agreed to allow the redesign of the Apollo CSM and LM to allow for a mixed gas environment and a reduction in flammable materials, in both the spacecraft and the suits. The agency accepted that this meant yet another delay to Project Apollo, and that it likely meant the first manned flight couldn’t happen any sooner than the third quarter of 1967. Many at NASA’s manned spaceflight center objected to this decision; However ultimately it was considered less of a risk to schedules to wait for a redesign, than to push forward with a flawed one. And with that, Apollo Block IIA and III were born, and the Gemini program was on track for a return-to-flight in June of ‘66. The Committee had closed its final meeting, after 5 long months.
  13. I followed all the step as per the install guide but when I load the game it says RP1 not installed correctly Although it started loading and start running fine but admiration building has no one to select from
  14. Introduction The Space Shuttle was the first orbital spacecraft designed to be reused, and allowed routine access to spaceflight at a low price. Unfortunately after 2 tragic disasters and mismanagement it never seemed to be that way, and many feel it did not live up to all its original goals. Using Kerbal Space Program's Real Solar System mod and obeying the real Shuttles capabilities, I would like to showcase a different path, through an alternate history where the Space Shuttle is utilized to its true potential. Some of you who are familiar with the Shuttles history may recognize some real-world additions in this timeline, and if they have been adjusted. I hope that you enjoy this showcase and that it might entertain or educate some readers about lesser known parts of the Space Shuttles long history. Mission reports will be in Imgur albums and are dependent on my schedule but I will try to get at least two out every week Background This KSP save using Realistic Progression 1 started out in the 1950s with experimental aircraft and suborbital science rockets. The launch history has mostly followed real world history, running through the Mercury, Gemini, Apollo, and Skylab programs. Over 150 unmanned U.S. satellite launches have been recreated, and highlights of noteworthy missions will be included in a bonus mention at the end of each Shuttle mission report. Mods The entire mod list is quite long although can be installed easily using CKAN. Below is the mods important to the Space Shuttle, with the entire list in the hidden section Shuttle Orbiter Construction Kit reDIRECT Photon Corp. And of course, Real Solar System and Realism Overhaul Credit This project of mine has been in the works for more than 4 months before posting, and everything in it would not have been possible without the work of the creators of all the mods listed above, and the entire RSS/RO/RP-1 team Special thanks to @Stonesmile for help with getting the awesome Shuttle by @benjee10 into RSS More to come
  15. I have RSSExpansion. I have RP-1. RP-1 gives RSS career support. But not RSSExpansion. So I make a mod that makes RP-1 give RSSExpansion career support. DOWNLOAD: Github: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion/releases/tag/v2.0.0 SpaceDock: https://spacedock.info/mod/3062/Realistic Progression For RSSExpansion No CKAN yet. SOURCE: https://github.com/Starcatcher2009/Realistic-Progression-For-RSSExpansion LICENSE: GNU General Public License v3.0 1.1.1 Changelog: Bugfix: Mod now shows up in the KSP-AVC modlist 2.0.0 Changelog: Put the previous contracts into their corresponding programs. Contracts are now balanced according to RP-1. That means no individual deadlines for contracts, plus the addition of reputation rewards. New Program: Outer Planet Exploration! Now includes orbiting, landing, and rover missions to Makemake, Orcus, and Sedna.
  16. Welcome to this new post, in wich i am gonna narrate the troubles and discoveries of a new worldwide space agency, formed after WW2, wich combines USA, USSR and Europe technologies, in their objective to explore space "in peace for all mankind": they are the International Space Agency, the ISA. Obviusly all in RSS RO RP1.
  17. In development, but fully featured. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.5 - Program Manager and better Media live events. v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  18. Behold, a career with the mod Headlines that I document here: https://live-from-cape-canaveral.notion.site/live-from-cape-canaveral/Live-from-Cape-Canaveral-4408cd40a1344aed9a1b0b4506e2a88d 1951 brought two good bursts in R&D activities, and a bit of a standstill in the VAB as the program lost its chief engineer. Nonetheless, 4 live media events covered our launches. We crossed the Karman line and unveiled a post-war jet engine just shy of supersonic capabilities. 1952 will see multiple launch of the Series 3000 Launch vehicle to send sensors, small animals, and photographic equipment into sub-orbital space. Here is a picture from Cape Canaveral taken by the P1000 DragonFly during its maiden flight:
  19. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels.Is there any way within the settings to disable it ENTIRELY?If not within the settings, is there any way at all to do it?Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleProceduralAvionics],@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } } // Disable attitude control on non-control parts. @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[>0]],!MODULE[ModuleAvionics],!MODULE[ModuleProceduralAvionics],!MODULE[ModuleScienceCore]]:AFTER[RP-0] { MODULE { name = ModuleScienceCore } }
  20. I was recently playing RP1 In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels. Is there any way within the settings to disable it ENTIRELY? If not within the settings, is there any way at all to do it? Ps, Here is the code that i tryed to make but subsequently failed @PART[*]:HAS[@MODULE[ModuleCommand] { MODULE { name = ModuleAvionics massLimit = 999999999999999999999999999999999999999999999999999999999.9 interplanetary = True } MODULE:NEEDS[kOS] { name = kOSProcessor // Im tired of avionics so i coded this to "disable" them diskSpace = 1000 diskSpaceCostFactor = 0.0000000000000000000000000000000000000001 diskSpaceMassFactor = 0.0000000000000000000000000000000000000001 ECPerInstruction = 0.0000000000000000000000000000000000000000001 } }
  21. Hi! I'm playing career mode with RO and RP1 over the last supported 1.10.x Is the first time playing with RO and first time in RP1, making some good progress and seems fantastic, but now I would like to point the Moon but how can I do that without maneuvers ? how can I unlock them? thank you in advance, E
  22. Hey I have installed RSS/RO/RP1 in KSP Version 1.11.1 and everything is working fine unless every time i test my vehicles with "KRASH" (mod) and I return then to the VAB the game crashes what is really annoying especially when you have to test a lot of stuff. I just want once a working Modpack that I can use then for a very long period and I am so close to it please help me with my issue. Here are some Log files in a Zip-file . https://www.dropbox.com/sh/dqvor74vhnwwzzp/AAD37R5px2gePgPIJnjKmfiya?dl=0 Best Regards, Christian
  23. hello, I'm running RO in ksp 1.8.1 thought to launch sputnik but RCS does not work (i have chosen nitrogen tank with nitrogen rcs ) but when i launch rcs never works it is really frustrating. plz help
  24. Hello, I just installed realism overhaul with rp1 in ksp 1.8.1 (according to github guide on ckan). Without any additional mods the game runs fine. But when i install additional mods such as eve,rssve, scatterer,procedural fairings the game just gets stuck at loading screen i even restarted but nothing happens. Please help...
  25. Race into Space 2020 is a new series of Race into Space (original thread here). Using the Race into Space mod by @soundnfury, Race into Space is an Asynchronous multiplayer mod for Realism Overhaul/Realistic Progression 1. Each player chooses their launch site, and must compete to set milestones as quickly possible, and then sync their games through the Race into Space mod. Submissions are closed, but further details on RiS and RO/RP-1 can be found in the RO Discord server here.
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