Search the Community

Showing results for tags 'rss'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 183 results

  1. Realism Overhaul If you want to discuss Realism Overhaul or how to use Realism Overhaul check out this thread here. Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you're interested in seeing what it's like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater. Some of the most signfiicant changes include: Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage. Pods are as large as their real-life counterparts and weigh what they should. Propellant tanks have correct dry mass ratios. Solar panels don't produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren't magically powerful anymore (though they still don't require momentum dumping). Contributors to Realism Overhaul: A1Ch1, Raidernick, james3838, camlost, JandCandO, Sarbian, marcelocoelhorodrigues, NathanKell, hattivat, batuhan, Ravenchant, bax-, advice-dawgg, jean400, RedAV8R, jedi95, MedievalNerd, regex, Felger, Temeter, Replica17, veskenapper, ferram4, leudaimon, BevolJ, RezzyD, Agathorn, TheKosmonaut, TheVoid2, Theysen, Phredward, ChrisPBacon, Kibbick, Niemand303, AlimOncul, AjentK, pjf, rocketscience, John-Long-Silver, doktorjet, Ippo343, Dragon01, Probus, BryceSchroeder, Bsd0, asmi, Starman4308, stratochief66, StupidChris, OvidHamburg, awang, winged, rsparkyc, PhineasFreak, Zarbizaure, JoseEduardo, ctiberious, SirKeplan, Schnobs, pap1723, ec429, assassinacc, AntiClockwisePropeller, AlphaMike741, olympic1 Album credits: @winged, @Chris P. Bacon, @raidernick, @Zarbizaure, @NathanKell Getting Started The Realism Overhaul Wiki contains gameplay guides to help you get off the ground: Commonly Asked Questions (with commonly answered answers) Building Your First RO Rocket Ferram's Launch Vehicle Tutorial Engine Choice and Stage Sizing Ferram on Ascent Profile and TWR How to use those Puny Ion Engines Getting Started Contributing If you'd like to talk to us, contribute, or ask for help on a bug, you can always find someone online on the RealismOverhaul IRC Channel (irc.esper.net #RO (Webchat, or use a client like HexChat) or our community discord here: https://discord.gg/WnKNJ8n If you're experiencing a bug, please post an output_log.txt (This can be found in your /KerbalSpaceProgam/KSP_Data/ folder) Mod Choices When installing Realism Overhaul, you've got a plethora of mod choices to further customize your gameplay. This section lists mods that are supported and/or recommended. Dependencies These mods are required for Realism Overhaul to function correctly. CKAN will automatically install all of these mods for you when you install Realism Overhaul. Advanced Jet Engine Ferram Aerospace Research Kerbal Joint Reinforcement Module Manager Real Chute Real Fuels Real Heat Real Plume SmokeScreen Recommendations These mods are recommended, and installed by default in CKAN. They are not required, and you can install all or none of them to your own liking. B9 Procedural Wings Connected Living Space Deadly Reentry Hangar Extender KSP Automatic Version Checker MechJeb - see the RO wiki for more info Procedural Fairings Procedural Fairings - For Everything! Procedural Parts RCS Build Aid Real Solar System RSS Textures - Choose your resolution Remote Tech Semi-Saturable Reaction Wheels TAC Life Support Test Flight - Download 'TestFlight - Core' only Texture Replacer Principia - recommended for axial tilt, realistic n-body physics - Check the installation instruction in the mod's thread / no CKAN (Green Mods are highly recommended, orange ones add to realism, but also make the game more difficult) Suggestions These mods are supported part packs that make it easier to build rockets. We suggest installing at least a few of these. New Mechanics: DMagic Orbital Science Kerbal Attachment System SCANsat New Parts: AIES Aerospace ALCOR ATK Propulsion Pack Atomic Age B9 Aerospace Community ISS Constellation Essentials CryoEngines FASA Forgotten Real Engines KW Rocketry Launchers Pack Near Future Tech NicheParts Porkworks Habitation RLA Stockalike Soviet Engines RealEngines Real Scale Boosters RN Antares-Cygnus RN Proton & Soyuz R7 RN Salyut/Soyuz/Vostok/Voskhod RN Skylab RN Solar Panels RN Soviet Probes RN US Probes Pack SSTU SXT Taerobee Tantares Tantares LV Universal Storage Ven's Stock Revamp (Mods followed by a * are not currently installable via CKAN, those colored blue add engines) P Installation To install Realism Overhaul you can either use CKAN, or do things manually. Pre-Packaged installation via CKAN CKAN is an excellent tool for installing mods in an orderly fashion. We have prepared a set of installation packages for the mods in Realism Overhaul. Here follow instructions for how to install via CKAN (alternatively check out the CKAN User's Guide): Start out by creating a clean installation of KSP. (If you don't, beware the dragons!) Next, visit the forum thread here and download the latest release here. Place ckan.exe in your KSP installation directory. CKAN offers you two modes of use. You can use the graphical user interface, as explained below, or you can use its command line interface. If you wish to do the latter, check out the CKAN user's guide for more information on the command line interfrace. Launch the CKAN GUI by double-clicking the ckan.exe in your KSP directory Use the Filter to find Realism Overhaul Select Realism Overhaul to install Click Go To Changes Proceed through the menus to select your installation. Watch CKAN install Realism Overhaul and all the other mods for you Launch KSP. Enjoy! Alternative: Manual Installation If you don't like automation, there's always the old 'by hand' way: Start with a fresh, unadulterated, install of KSP. Download and install the required mods. Ensure you have the most up to date version and have followed their respective installation instructions. Download and install Realism Overhaul itself. To do so, download the zip archive and unzip all folders inside its GameData folder into your KSP/GameData folder. Launch KSP. Enjoy! IMPORTANT - DELETE YOUR OLD REALISM OVERHAUL FOLDER Realism Overhaul Github Release Page (DOWNLOAD HERE) - latest 1.3.1 release version) Source Changelog. Changelogs going further back can be found in the old Realism Overhaul thread, an even older Realism Overhaul thread, and the RedAV8R Realism Patch thread. Official Realism Overhaul Craft Repository _______________________________________________________________________________________________________________________________ WIP (PATCHES WELCOME!) Please see this Google Spreadsheet for the Current WIP or desired mod packs. Help updating and creating configs is always welcome! Just jump on the IRC channel (details above) and offer your help! If you fix something in one of these packs, please submit it to the Github Repo instructions here.] Career Mode Realistic Progression Zero incorporates career mode into Realism Overhaul. Note that at this time not all modpacks are supported, see the the RP-0 post for more details. Visual Enhancements RSS Visual Enhancements by pingopete improves the visual appearance of planets and clouds, and it's looking excellent so far! Other Things to help make RO/RSS more enjoyable: Calc.xls by NathanKell This mod was created by NathanKell and RedAV8R. Currently maintained by NathanKell, stratochief66 and SirKeplan. (Contributions by many others. If you were missed in the contributors list at the top of the post, PM Theysen and he'll add you). License CC BY-SA
  2. Extreme Texture Overhaul for RSS What's going on here? This is my Extreme Texture overhaul. I enjoy trying to push KSP visuals to the limit, and this is a thread for people who want to follow what I'm doing, ask questions, and try my set-ups over time. I'm currently working on RSS but will also muck around with stock planets later on. So what have you done that's different? I've found a way to get extreme resolution textures working in game, so that means new seamless, non-repeating clouds textures, and also geographically accurate land textures both up to 64k. Any help on this? Absolutely, I've gotten testing help, code help, texture help, All sorts. I've especially gotten help from @Phineas Freak. Well not really. I used his scatterer settings for all planets other than earth without permission. I lack the knowledge and time to create something as nice as what he made. Sorry mate. (He knows) Any videos? My boy HellBlazer is in the first video, the second video is mine, and is a little more of a close look at E.T.O. Special thanks Credits - Support and tester @hellblazer - Scatterer by @blackrack - Support and tester @majorvader111 - Distant Object Enhancement by @Rubber Ducky @MOARdV - Support and tester @Dakitess - TextureReplacer by @shaw @RangeMachine - Support and tester @Felbourn - Environmental Visual Enhancements by @rbray89 @Waz - Early visuals messing around with @Duckyb4 - Scatterer settings by @Phineas Freak - The original Overhauler @pingopete - DeepStarMap by @Poodmund What is it's current features (in detail), and what could we see added later on? Manual installation 1. Make sure you have downloaded and installed the latest stable versions of the following required mods (note: I recommend installing the mods below via ckan) Module Manager Real Solar System RSS textures 8k version 2. Inside your GameData folder make sure you remove any instance of EVE, Scatterer, RVE, RSSVE ( or any other previous cloud, terrain, visual mods). They won't be compatible. Altered versions of Scatterer and EVE are included within the mod download. 3. Download E.T.O and uncompress it's contents. Inside the E.T.O folder there will be a GameData folder. Copy or move it's contents into your KSP GameData folder. 4. Increase your virtual memory (IMPORTANT) Google how. I currently have, Intial size-(4096) Maximum size-(4097) 4. Everything should be good, You have now installed E.T. Launch KSP and test your new PC melting visuals. Warning: Requires - 8GB RAM, and Windows 7/8/10 [Download link removed by moderator due to licensing violations] (1.1.3 Ready... Click the link) [Download link removed by moderator due to licensing violations] (1.2.2 Ready... Click the link..) Issues 1.2.2 Auroras need adjusting Cloud seams Earth texture color seams
  3. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  4. This is the story of the Kerbals of Earth, the third planet from the star Sol. Some time in the recent geological past, an unknown disaster brought devastation and extinction on a global scale. Once a paradise of forests and oceans teeming with life, Earth is now a blasted wasteland where small communities of these tenacious little green creatures struggle for survival, striving to rise from their subterranean origins and conquer the surface of their world, and its heavens. A handful of powerful companies rule over the Kerbal communities and control access to the world's dwindling supply of resources. These companies have agreed to sponsor a small team of visionary engineers and scientists who believe that the future of their species – and an explanation as to their origins – may lie in space. Together, they found the Omelek Space Centre on a small island in the middle of the Pacific Ocean. This is the story of Camwise, a resourceful space engineer who proves to have an uncanny ability to survive and get his crew home, even when the odds are stacked against him. It is also the story of Bartdon, a truculent senior investigator trying to hold the space programme together despite facing pressure from without and treachery from within. This is the story of the Kerbals of planet Earth and their attempts to reach out into the Solar System. Reach out they will indeed, and find more than they bargained for. The Camwise Logs is also a KSP Real Solar System / Realism Overhaul play-through in career mode. Certain part mods are used, and occasionally part configuration files are adjusted, but these will always reflect plausible – if not yet feasible – near future technologies. Hyperedit is occasionally used for the purpose of setting certain scenes (or repairing bugs and glitches), but all space missions are launched and flown legitimately, under full manual control of the author (ie: no mechjeb). All vehicles perform according to the specifications described in the story. PART ONE: THE MOON VS. ME PART TWO: THE VIEW FROM PHOBOS PART THREE: LUNACY PART FOUR: TOO BIG TO FAIL PART FIVE: L'ENFANT SAUVAGE PART ONE: THE MOON VS. ME "If we knew what it was we were doing, it would not be called research, would it?" Albert Einstein. YEAR 6 DAY 45 Now, then. My name is Camwise and I am, until the circumstances change, stuck on the Moon. Yes, Luna, the Moon, the natural satellite of planet Earth; not the Mun, or whatever they call it in that computer game played by some of the kids back home who dream about becoming astronauts. What was it called again...? Anyway, back to the problem at hand. I was sent to Luna as the engineer of the first two-kerbal crew to set up and occupy what shall be the first long-term Moon base. That is, if we manage to build the damned thing before we starve to death. Yes, as you can see if you examined the telemetry, our lander toppled. Before embarking, I had naturally expressed my concerns to the designer of the aforementioned vehicle, Karanda. She happens to be brilliant at aerodynamics, and made some invaluable contributions to the spaceplane programme, but this lander is certainly not one of her better efforts. She fails to grasp some of the fundamentals of flying where there is no air. To say it is top-heavy would be putting things mildly, but even I had not foreseen that the landing legs would impede the thrust of the radial engines that were supposed to ensure our soft touchdown at Drygalski crater. You would have thought she would have run the necessary simulations... It's not as if having engines that actually slow down a Lunar lander are mission critical, right? As it was, my pilot Catbeth had been faced with two choices: extend the gear and make a new crater on the lunar surface for the next team of engineers to drill into, or attempt to touchdown by canceling our velocity just above the surface and extending the gear at the last moment. Fortunately she had chosen the latter, but despite her best attempt at sticking the landing, the lander had tipped anyway. OK, fine. The good news is that we are still alive, and I can live with sleeping on the walls of our capsule for the foreseeable future. At least we have a ton of supplies for our long-term stay on the Lunar surface while we wait for the Island Space Port to come up with an idea for getting us off this rock, don't we? Well, not quite. The majority of the ton of supplies in question (2.4 metric tonnes actually, as well as the capsule that is our ride home, two spacious habs, a service module with large solar panels and a rover), is still circling the Moon in a low polar orbit. Some of the modules are as little as thirty kilometers above our heads. I'm pretty sure that if I go outside and squint at the sky for long enough, I will catch a glimpse of the sunlight glinting off metal as our salvation skims silently over the grey and dusty landscape at one-point-six kilometers per second. Now, of course we weren't sent here to helplessly watch our gear fly past, so let me explain. We will have a lot of work to do once the first modules touch down. But they will only touch down if the water drilling rig continues to extract H2O at the planned rate. If the electrolysis units and cryocoolers that are supposed to turn the water into liquid hydrogen and oxygen work properly. If the cryogenic fuel doesn't boil off faster than we can produce it. If the shuttle we intend to refuel and fly to pluck the modules from orbit performs to spec, just like Karanda's brilliant single stage lander was supposed to. That's a lot of “if”s, I know. But meanwhile, while the tank of this huge machine I'm operating slowly fills up with water extracted from the lunar regolith, I have nothing better to do than tell you about the series of events that brought us here.
  5. Well, hello everyone! It would appear that I've gotten myself a copy of RSS/RO/RP-0 (in 1.1.3 for some obscure reason), and started a career mode. That may have been a mistake, but I may as well document my escapades, so, without further ado, here I go SCREAMING THROUGH THE COSMOS! Aridia - 1 Mission: Provide a nice fireworks display, or maybe send back some valuable data. Launch Vehicle: Aridia 1 Launch SIte: LC - 1, Cape Canaveral Date: 8/1/1951 Aridia 2 and 3 were practically identical missions (except Aridia - 3 only reached 61km due to a spin-stabilisation failure), so I shan't bore you with them. Aridia - 4 Mission: Get to space, and prove that in-flight staging is feasible. Launch Vehicle: Aridia 2 Launch SIte: LC - 1, Cape Canaveral Date: 6/3/1951 List of orbital Launch Vehicles (WIP) List of Kerbonauts (WIP) Class 1 (The Original Eight)
  6. Real Scale Boosters - Parts Pack Realistically scaled rockets, heavily based on real world counterparts, with reasonably accurate stats. --------------------------------------------------------------------- NOTE: This is still an alpha/beta development project. New parts are still being added, and things can and will change! --------------------------------------------------------------------- Required Dependencies: Module Manager Highly Recommended: Hangar Extender (practically a must-have) QuickSearch (you can just type "atlas" or "delta" or "saturn", for example, to find related parts quickly) Kerbal Joint Reinforcement (big parts = big flexing?) Real Solar System FAR Community Tech Tree (if not playing in Sandbox mode) Currently Supported: SMURFF (as in, we have flags set to keep it from overwriting our engine masses) TweakScale CommunityTechTree and/or SpaceY-Lifters's tech nodes Supported By: Real Fuels + Realism Overhaul (support is provided from their side) --------------------------------------------------------------------- Gallery: --------------------------------------------------------------------- Included Sample Rockets (as of 0.13): Ares I Ariane V Athena Ic Athena IIc Atlas V 401 Atlas V 431 Atlas V 502 Atlas V 532 Atlas V 552 Atlas V HLV Carrack Medium (ETS) Carrack Heavy (ETS) Delta II Delta III Delta IV M+ (4,4) Delta IV M+ (5,4) Delta IV Heavy DIRECT-Jupiter (theoretical) ISRO PSLV ISRO PSLV XL Saturn I Saturn IB Saturn IC (ETS) Saturn V Saturn C-8 (theoretical) Saturn Multibody Heavy H03 (ETS) STS (Space Shuttle) Lifter --------------------------------------------------------------------- NOTE: These rocket parts ARE NOT stock balanced! They're using the real world mass ratios, thrusts, ISPs, dry weights, and so on. They will certainly WORK in stock, just with severe overkill. SECOND NOTE: This is still in alpha/beta development. Parts are still being added, and things can and will change! --------------------------------------------------------------------- About: This pack is intended for use with "Real Solar System", or otherwise a more realistic scale version of Kerbin (such as 6.4x scale). The parts included will likely be severe overkill in a more normal KSP installation. This pack provides a variety of "Kerbalized" versions of real world boosters. These are not meant to be true replicas. Where we've been able to get decent numbers for the real world counterparts, we have tried to get the sizes, masses, fuel capacities (in terms of mass), thrust, and ISP numbers close to correct. The art assets attempt to capture the overall shape and look of their real counterparts, matching the colors and dimensions, but perhaps not all of the details. Precision wasn't a requirement in building this pack. Rather, it's meant to be closer to the "SpaceY" art style, but functionally replicating real boosters. You will also notice that this pack includes only the boosters, and not the payload portions of these rockets. For example, the Saturn V parts are included from the bottom, up to and including the third stage (and Instrument Unit), but no Apollo spacecraft. The Space Shuttle parts will build you a working LH/LOX tank ("soon") and SRB combo, but does not have an Orbiter. The idea is to build your own payload and use realistically performing analogs to the boosters used in the real world. To that end, some adapters and fairing parts are included so that other KSP parts will function with these boosters. While some parts already have a diameter close to a standard KSP size, they're still slightly different. If it's close enough, I've included a little bit of a rim that will help hide the transition when attaching stock parts. If it's too far off, an adapter is often the better way to go. For instance, the Atlas V's first stage is 3.81m. A simple rim works in this case when attaching a Kerbodyne 3.75m tank. --------------------------------------------------------------------- Usage Notes: * Inside the "Ships" folder, there are several example rockets already assembled. * None of the engines have bottom attachment nodes, or auto-shrouds. Instead, the mod functions more realistically, with interstages that are matched to the stages that use them, and engines can be mixed and matched inside of them (space permitting). Usually you will need to place the engines first, and then snap the appropriate interstage on afterward (whose attachment node may be hidden inside the tank). * Because different rockets historically have had different staging sequences, some of which place ullage motors on the interstages (Saturn V for instance), sometimes the stage's fuel tank has a decoupler node. Attachment nodes for the interstages may be hidden inside the tank butt, and usually are aligned with the exterior fuselage, rather than the end of a bulging dome or tank butt. * Realistic numbers have been used where possible, but sometimes available data online is rounded or imprecise, or have changed over the years so they are inconsistent. Numbers may be tweaked in the future if better information becomes available. Part sizes should be reasonably correct, but sometimes we lose a half meter or more somewhere. * In the available data, SRBs often are described in terms of either peak thrust, or average thrust. In the real world they have a highly variable thrust profile (by design). In KSP they use a single, invariant thrust level. We've opted for using a number somwhere between the average and peak thrusts. You may find the burn times shorter than the real world counterparts as a result, unless you use thrust limiting. * Real world RCS and attitude control thrusters tend to be very weak compared to what we're used to in KSP. For example the thrusters in the Delta IV upper stages are supposed to have less than 0.04 thrust. In KSP that feels almost useless, so we've opted for numbers closer to KSP's usual RCS thrusters. * By default RSB uses the stock LiquidFuel, Oxidizer, and MonoPropellant, but with the correct amounts of mass, so that the performance is consistent with the real rockets. Compatibility patches for Real Fuels (for example) should be forthcoming eventually. * These rockets are reasonably stable under the stock joint strength, and stock aerodynamics, since the part count is low. KJR and FAR are still recommended for a good experience though. --------------------------------------------------------------------- Known Issues: The Atlas V 500-series procedural fairing doesn't want to stretch straight up cylindrically around the Centaur at the correct diameter. It has to widen slightly first. Career-mode costs of parts and their unlocks are all out of whack, and need a balance pass. Wishlist / To-Do: Several generic radial decouplers and Ullage/Retro SRMs. Ariane V - (added in 0.5) - Possibly add ES variant? (maybe) DIRECT-Jupiter (shuttle derivative) - (usable, could use more parts) (maybe) Proton (Russian) (maybe) SLS, CDR version - (would love to, but multiple mods already have this) (maybe) Titan III family (maybe) Falcon 9R - (would love to, but multiple mods already have this) (maybe) Energia (Soviet) (maybe) PSLV/GSLV (Indian) - (PSLV added in 0.6) (maybe) Orbital Antares (maybe) Mercury/Gemini rockets: Redstone, Atlas D, Titan II (maybe) Tsyklon, Cosmos, Vostok (Russian) (maybe) Lambda, Diamant, Viking, Vanguard (maybe) Long March (Chinese) (maybe) H-IIB (Japanese) (maybe) N1 (Soviet) (maybe) Chrysler SERV (SSTO) (maybe) Thunderbolt (Eyes Turned Skyward) (maybe) (new) Juno I/II (maybe) (new) NEXUS more selections of realistic clamshell fairings --------------------------------------------------------------------- Installation: Simply copy the "RealScaleBoosters" folder into your GameData folder. If upgrading from a previous version, be sure to delete the old one from GameData first (this is the cleanest option). Troubleshooting: There's not a whole lot to go wrong in RSB by itself. If you are using the "stockalike" patches, some problems can arise due to either ModuleManager, or CKAN screwing up the installation/removal of various mods (and thus confusing ModuleManager), or maybe there is a new mod interaction that I'm not aware of. Some basic things you can do: Try deleting "ModuleManager.ConfigCache" in GameData. Always try this first. MM's cache can get out of sync and the only way to know that the problems you're having are real is to delete this file, and fire up KSP again, and let it rebuild the cache, and see if you are still having problems. Try completely deleting and reinstalling this mod, and anything else that might be interacting with it, such as mods that make sweeping changes to fuel tanks, fuels, engines, or rescaling. Make sure you have the most up-to-date version of this mod, ModuleManager, and anything else they might be interacting with. If KSP has just recently updated to a new version, some of these mods may be broken at first. If you're using CKAN and have removed any mods with it, recently or at any time in the past, make sure those mods actually are completely 100% removed. You may have to manually delete the folders since CKAN is very inconsistent about properly removing things and cleaning up after itself. Even if a mod's folder is completely empty, the fact that it exists will make ModuleManager believe that the mod is present. If you're loading the included sample rockets, and the size and fuel capacity is all wrong, make sure you're using the right sample rockets. For a regular RSB installed, they all have names that start with "RSB". For the "stockalike" patches, you should only be using the sample rockets that start with "RSBstock". --------------------------------------------------------------------------------------------------------------- Download From: SpaceDock -or- Curse.com -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- ***optional*** RSB Stockalike (stockification rescale patches) ***optional*** SpaceDock -or- ksp.necrobones.com --------------------------------------------------------------------------------------------------------------- Creative Commons 4.0 Attribution-NonCommercial-ShareAlike CC BY-NC-SA --------------------------------------------------------------------------------------------------------------- Change Log:
  7. I need some help with my KSP 1.2 install. I have been having a lot of fun with it but my sun is too big! It's about 100x as big as the normal sun, and no matter what I do, I can't get rid of super sun. Here is an imgur link detailing my problem. It started after I installed RSSVE, although I know that probably isn't the problem. Anyways, some help would be appreciated. Thanks!
  8. In one of my RSS/RO/RP-1 campaigns, I ended up launching a spaceplane before any manned capsules (because reasons), and decided it would be fun to role-play a world where ballistic re-entry is considered unsafe for humans. This does of course make BLEO (Beyond Low Earth Orbit) missions rather awkward, as you can't use the atmosphere to slow you down on the way back. But, with a massively over-complicated multi-launch architecture, I managed to perform a manned lunar fly-by with nary a heat-shield in sight (and all LVs under 275t GLOM). The full write-up, with 65 screenshots, is here on my website.
  9. 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
  10. Warning: This is a Development Version that requires mods without official stable releases for Kerbal Space Program version 1.3.1, like Kerbal Construction Time. MODELS ABOVE ARE SCALED UP FROM STOCK, SSTU, BLUEDOG DESIGN BUREAU, REAL ISRU, REMOTETECH, NEAR FUTURE TECHNOLOGIES AND VEN'S STOCK REVAMP Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): 0.4.0.1: https://drive.google.com/open?id=1TXxPSq2Vu5GKRJjLvMpdYwrY-Qipp8CQ Last version for KSP 1.2.2: https://drive.google.com/open?id=0B45cFsYMm_H-UFNoTU5EbkFWOWs Older versions: https://drive.google.com/drive/folders/0B45cFsYMm_H-Y1dYdW5rUThXT28 This is a fork of RP-0 and RealismOverhaul which unlike them does not require RealFuels, initially created for personal use, intended to achieve the following: Make rockets, engines, etc behave as realistically as possible without replacing the default ModuleEnginesFX and without requiring specific configs; Convert some but not most real engine specs from RO besides RealFuels-exclusive specs like ullage, feed system and limited ignitions to Stock. Late game contracts tailored for and full compatibility with Umbra Space Industries Kolonization and Extraplanetary Launchpads; Career balance and custom contracts that are challenging, maybe near-impossible sometimes but without grind. Rewards might be excessive as of now; Career progression from sounding rockets to building and sending an interstellar generation ship into an escape trajectory out of the solar system. The Current features are: Contract pack from sounding rockets to not so near future kinds of missions like building factories in outer space. (WIP, not fully tested) Like in RP-0, some probes lack attitude control. Extra, usually heavier avionics parts are needed to control rockets. Procedural Avionics available. Near all engines have limited throttle. A generic patch sets up hopefully realistic throttle limits to complement what SMURFF does to stockalike engines. Real Kerolox: Conversion of "Liquid Fuel" to Kerosene and "Oxidizer" to Lqd Oxygen for every engine/ISRU/tank. At first made for RealISRU compatibility, now enabled by default. If you really don't want it, don't install RealISRU and run realkerolox.bat or .sh or just delete the RealKerolox folder. Oxidizer, if Real Kerolox is disabled, is treated as an abstraction of Liquid Oxygen, and likewise, it is mildly cryogenic. Should only matter for weeks long missions. Liquid Methane rocket engines, both chemical and nuclear thermal rockets. Generic overhauls of electricity, solar power, reaction wheels and others to bring their stats closer to what real ones would have. The nice RP-0 Tech Tree with a few extras, a generic patch for stockalike parts with rebalanced prices(WIP) for the demands of a realistic scale solar system. Custom-configured engines and command pods mostly adapted from Realism Overhaul configs to work without RealFuels, like the Apollo CM/SM, Rocketdyne F-1 etc. Stock PartUpgrade functionality added. Unfortunately, unlike RealFuels engine configs, they cannot be rolled back in the editor after their purchase. Integration with RealISRU, including moving industrial-grade ISRU parts from Stock/etc to later tech nodes as industrial ISRU is impossible with modern tech. The Real Kerolox generic patches were created to make compatibility with RealISRU easier. Again, this remains experimental and right now requires some mods without stable or official 1.3.x versions. Any unofficial dll assemblies linked below are intended for testing purposes and there will be no technical support for issues caused by them. Known Issues: Some settings in mass and volume ratios for some types of resource and fuel storage may still need improvements in realism. GNU/LINUX NOTE: To run the scripts that modify third party mods for compatibility, use "source ./scriptname.sh" or ". ./scriptname.sh". Required Mods: Community Resource Pack Community Tech Tree Contract Configurator Custom Barn Kit Ferram Aerospace Research Kerbal Construction Time and MagiCore (Development Branch) Kerbal Joint Reinforcement Module Manager Procedural Parts Real Chute Real Solar System Real Heat RemoteTech SMURFF SSTU TAC Life Support or USI Life Support. RemoteTech Note: For convenience, every probe and command module will feature a passive omnidirectional antenna once you have researched Basic Avionics. Further research in avionics will automatically increase their range and improve their transmission rates. Highly Recommended Mods: Advanced Jet Engine B9 Aerospace Parts and Procedural Wings BetterTimeWarpContinued Blizzy78's Toolbar Bluedog Design Bureau - Tons of SRBs, some uniques like the French Diamant, Mercury, Gemini/Agena/Apollo docking ports, an Apollo LEM that works. Connected Living Space Cryogenic Engines - Either don't install CryoTanks(recommended) or run improvecryo.bat or .sh to disable a Stock-balanced patch bundled with it. DeepFreeze Continued - Some of the late game contracts require it because without suspended animation space tourism to places like Pluto is impractical. Dynamic Deflection - recompile for KSP 1.3.1 bundled with SRP-0, as allowed by license and creator. Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. You may keep or remove stuff SSTU already features. Flight Manager for Reusable Stages(FMRS) Kerbal Alarm Clock Kerbal Atomics - Delete the NTR folder located in KerbalAtomics/Patches, otherwise some parts will end with wrong stats. Also, don't install CryoTanks. Kerbal Attachment System Kerbal Engineer or MechJeb - For calculating delta-V in craft designs. Pick whichever is mostly bug-free. Kerbal Inventory System Kerbal Reusability Expansion kOS or MechJeb - if you really don't want either, disable RemoteTech's light speed lag. KSP Trajectory Optimization Tool - while more complex than Transfer Window Planner, it works better in RSS and can do a lot more, including multiple flybys. Hangar Extender NearFuture Technologies - Propulsion and Electrical North American Rockwell Mars Excursion Module - Besides the obvious, adds Nomex to RealChute as a bonus. Persistent Rotation - not only it's realistic, but a must have for burning prograde at high time warps with realistic thrust ion engines/etc. See below. Persistent Thrust - Realistic electric propulsion have very low thrust. Without high time warp to make months-long burns last seconds in real time, they are unplayable. Precise Node Procedural Fairings Procedural Fairings - For Everything! RasterPropMonitor - Better IVA, plus a very useful mid to late game science part called digital camera requires it to show up. RCS Build Aid Real Scale Boosters - For real rocket engines exclusive to it. Sigma Binary - simulating the real way Pluto and Charon orbit each other. Ship Manifest - besides its many conveniences, it is required for the unmanned soil sample recovery missions. Soviet Engine Pack - like most mod packs for engines, it still works for the latest version of KSP. SSTU Expansion Pack - Skylab-sized space stations, integration with BDB and Soviet Engines. Run cleansstuexp.bat or .sh to delete unsupported configs. SSTU Nova Add-on Pack Stage Recovery SXT - essential if you like airplanes and want early game options in such field. Taerobee - essential if you want to do the X-1 -> X-15 -> DynaSoar progression and launch V-2 replicas. Trajectories - not completely accurate, but much better than guessing. Transfer Window Planner - The timing for transfer windows it gives is usually correct. For best results use parking orbits aligned to the ecliptic. TweakScale - for launch clamps, engines for nanotech probes or cathedral-sized spacecrafts(Unfortunately no mod features parts with Gothic architecture). Upgrade Editor - bundled. Allows setting part upgrades separatedly for each part in the VAB or SPH. USI Kolonization - A Real Solar System balanced career mode compatible with Kolonization was the reason SRP-0 started. Ven's Stock Revamp - Most Stock parts look much better with it. Includes the BE-4 Liquid Methane engine. Waypoint Manager World Stabilizer Recommended Mods: AirPark Continued, for HAVOC CactEye Telescopes Civilian Population Revamp EVA Parachutes and Ejection Seats FASA RO - If you want more realistic looking textures. Has a few parts without direct equivalents in BDB or SSTU. KerbalFoundries, for the adjustable landing gears, wheels and tracks. HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here for parts) NearFuture Technologies - Construction, Spacecraft and Launch Vehicles(only its engines, RCS, and docking) Real ISRU - Even in its currently very unfinished state it's already interesting. It's mostly finished for Mars and more specifically Mars Direct. Real Plume - uninstall if it hits performance too hard. RSS Time Formatter - Unofficial recompile for 1.3.1 RSSVE, if the performance drop from running it and the GFX mods it requires is acceptable. SCANsat SpaceY and SpaceY Expanded - While the tanks and engines are arguably redundant with SSTU, the really big docking ports among other things both feature aren't. USI Karbonite+ - Want a reason for attempting the impossible on Venus? With Karbonite+, it is the nearest source of fuel for 6-digit Isp fusion engines. USI Orion Nuclear Pulse Propulsion Special Thanks To @Shadowmage and all who helped in the development of SSTU; To @NathanKell and the contributors of Real Solar System, RealismOverhaul and the RP-0 Team; To @Kerbas_ad_astra for SMURFF, which both inspired and is essential for this mod. To @ferram4 for Ferram Aerospace Research. To @RoverDude for the Umbra Space Industries mods. To Squad for not being afraid to bet on an once almost completely neglected niche genre and to all who contributed with the development of Kerbal Space Program To everyone who ever contributed to every mod listed here and to the KSP modding community in general. And I hope everything is OK with this development thread and first post here. Changelog: 0.4.0.1 Added some FAR patches, reduced prices for Kerbal Reusability Expansion grid fins plus a few tiny extra adjustments for its use in RSS. Improved formerly forgotten patch for SSTU lander capsules to support storage of any kind of fuel mixture within them. Added Steam Methane Reformer Unit, located in the "Larger ISRU" tech node, if RealISRU is installed. Produces Hydrogen and Carbon Monoxide from Methane and Water. Modified RealISRU Atmospheric ISRU intakes to also support hydrogen and methane filtering. Added gimbal to miniaturized kerosene nuclear thermal rocket. Even more RealPlume fixes. 0.4 Changed Nitrogen, Methane, Ammonia, Carbon Monoxide and Carbon flow settings to "ALL_VESSEL" as a Quality of Life improvement for modular ISRU bases connected through Kerbal Attachment System pipes. Added a few custom patches for Kerbal Reusability Expansion, changing its Super Draco engines to burn Aerozine50/NTO, Cold Gas Nitrogen thrusters with realistic Isp for such, a few rescales, etc. Added some high powered Kerosene, Hydrogen and Methane resistojets for attitude control on reusable stages. They are very power hungry, specially the Hydrogen one. Added HTP, Hydrazine, UDMH and Aerozine50 production reactions for RealISRU, for those who still use Aerozine50/NTO by the time ISRU missions to Titan, the only major source of Nitrogen away from Earth, are underway. Added 1670kN, 10200kN and 120kN Kerosene Nuclear Thermal Rockets. With specific impulses around 540s, storable propellant and better TWR, they are interesting alternatives to methane NTRs or kerosene resistojets. Added 5 late game chemical engines: the methane/Ox F-1D, a RS68 based LH2 engine with amazing TWR and some Sea Dragon inspired engines running on kerosene/HTP, methane/Ox and LH2/Ox. Added HTP and Diamond Dragon kerosene/HTP and Nitrogen fuel settings for SSTU tanks. Yet More RealPlume config fixes. 0.3.9.1 Fixed incorrect MM patches for USI MKS and Karibou engines. Fixed more RealPlume configs with previously wrong scales or plume positioning. Added adapted RO config for Kerbal Attachment System and Inventory System parts so their masses will be more realistic, specially for KIS. 0.3.9 Rescaled all USI Kolonization parts to more realistic dimensions for human habitation and adjusted masses, mostly arbitrary guesswork for now. Gave the MKS Microwave Power Transceiver enough range for wireless transmission from surface to Nuclear Electric propulsion such as resistojets all the way to Earth's Orbit. Added a variant of the Microwave Transceiver with enough range for geosynchronous orbits, making wireless planetary power grids possible. Custom setup for the MKS Skycrane, which can be switched between Liquid Methane+Ox, Hydrolox and Kerosene Resistojet engines as upgrade options, all such fuels can be produced with RealISRU. Rescaled the USI Karibou and made its SABRE engine into a methane combined cycle rocket engine and its VTOL twin engines also were changed to use liquid methane. And rescaled the Akita Rover. Rescaled several USI Konstruction parts so they match RealismOverhaul changes to Stock docking ports, fit better with RSS, etc. Fixed missing RealPlume configs for the RealISRU methane engines and added new configs to some of the USI engines fitted with custom configs. 0.3.8 Added Contracts, both unmanned and manned, for Ceres, Vesta and the 5 moons of Uranus included in the latest version of Real Solar System. More Contracts tailored for the late game and colonization of the Solar System. Fixed copypasta-inherited error in "First ISRU" Contract that made it completely impractical by requiring a Venus flyby among other fixes to previous Contracts. Fixed broken Raptor engines with Near-Future Launch Vehicles due to no longer correct thrustVectorTransformName after the model swap. Fixed bottom attach node for 1kN Thruster with Ven's Stock Revamp. Fixed bug that disabled RemoteTech light speed lag in probes with soil sample return capsules. 0.3.71 Fixed broken part upgrade configs for SSTU modular SRBs with upgrades. Fixed misplaced attach nodes for SSTU Clusterized NERVA I with Ven's Stock Revamp model. Placed a few missed parts from RealISRU to their proper place in the Tech Tree and a few other minor Tech Tree fixes. 0.3.7 Added Pre-Sentient Algorithms upgrade to SSTU Modular Upper Stages. Rebalanced costs for SSTU procedural tanks to ensure tank types with higher dry masses won't be too expensive and very low ones won't be too cheap. Fixed a few radiators that were previously scaled up too much. Another reorganization of the tech tree. "Meta Materials" renamed to Microgravity Construction, a few nodes repositioned, among other things. Recalculated and reconfigured life support extension systems in TAC Life Support for SSTU space stations. Large centrifuge habitats for generation ships now work as intended. Fixed glitched atmosphere curves in patched SSTU upper stage engines. Fixed missing icons on upgrades for SSTU modular SRBs. Fixed missing batteries in SSTU pressurized procedural avionics and procedural telemetry unit. Fixed remaining incompatible patches with ModuleManager 3.0.1. Fixed the Tiny Tim Solid Rocket Motor. Fixed (hopefully) all faulty RealPlume configs. 0.3.6 Improved ThrottleControlledShutdown plugin by not waiting 1 second before checking limited throttle engines at low altitudes, making landing less hard. Fixed somewhat incorrect electric charge usage in some of the electric propulsion engines. Fixed NullReferenceException errors happening in BDB RL10 when SSTU Expansion and Bluedog Design Bureau are installed. Fixed RealPlume plume for the generic 1 kN thruster. Fixed wrongly configured zero boil-off tanks for liquid methane. Fixed balance-breaking duplicate patch setting up entry cost as cost X 400 instead of cost X 20 for parts without specific configs in tree.yml. Moved uprates for Merlin 1D and Merlin 1DV one node earlier in the tech tree. They are modern rockets after all. A handful of fixes and a few changes in the patches to ensure compatibility with ModuleManager 3.0.1. Note: some of the mods listed above as dependencies or recommendations may have compatibility issues with the new ModuleManager. 0.3.5 Rescale and new specs for the Orion from Umbra Space Industries based on the 10m diameter USAF Orion. Added patches with SSTU clusters and model swaps for Near Future Launch Vehicles' RD-0234 Methane, Raptor and BE-4. Rearranged future tech nodes to make the tree more readable, plasma propulsion more useful and fusion rockets more difficult to research. Added 12m diameter, 250t 1 GW nuclear reactor from Near Future Electrical plus custom radiator for it to make 1 GW electric propulsion more practical. Fixed error with Aerozine50 upgrade option for resistojets. Fixed errors with placement of the large scale radiators in the tech tree. Fixed missing methane upgrade in separate engine module for exhaust from Kerbal Atomics open cycle gas core NTR. Set RealKerolox to always apply by default regardless of RealISRU. Can be switched back to previous behavior through realkerolox.bat or .sh 0.3.4 Improved RealKerolox by giving kerolox engines an oxygen to kerosene mass ratio closer to real engines. Added electric resistojets using rescaled Stock models or alternatively from Ven's Stock Revamp if it is installed. Rescaled 60.4 MW fission reactor from NearFutureElectrical to more realistically huge dimensions. Changed heat dissipation requirements for all NFE reactors. Now the 60.4MW one really needs a Christmas tree made with radiators or a pair of really big ones. Added NFE 92.2 MW nuclear reactor with better thermal dissipation and an even bigger, heavier but more radiator efficient 316 MW reactor and a 602 MW one too. Added rescaled versions of stock radiators to handle the heat of the nuclear reactors from NearFutureElectrical with minimum part count. Reconfigured Tech Tree to make ion propulsion more attractive as a R&D option and made the radiator tech tree nodes cheaper. Added new, even more powerful magnetoplasmadynamic thrusters matching the power outputs of the new nuclear reactors. Custom patches for electric RCS thrusters in NearFuturePropulsion and removal of Kerbalisms like more powerful electric propulsion requiring larger diameter. SSTU clusters for the Vulcain, LE-7 and RD-0120 from Cryogenic Engines. Finally gave specific config to the LVT-30, previously useless even with SMURFF compared to real engines in the same tech node. Fixed ModuleSurfaceFX errors in SSTU engine cluster patches and cluster patches for the included LR87 LH2 sustainer and glitched non-SSTU engine configs. 0.3.3 Full support for KerbalAtomics with model swaps, Methane and Water variants, less optimistic specs for theoretical NTRs and SSTU clusters. Added Ammonia, Ethanol and Hydyne as unique fuels with generic ratios because of the historical relevance and unique enough performance of such. Included adapted Realism Overhaul patches for Taerobee's Aerobee parts and also changed other low tech parts to use Ethanol instead of generic LF. Added rescale and real specs for Juno I Baby Sergeant solid rocket motor upper stages from Bluedog Design Bureau, Ven's Stock Revamp and FASA. Yet more rescale and realism patches for Sputnik 3, Venera 1 and Lunar Orbiter from Bluedog Design Bureau. Many of its antennae had EC usage reduced. Replaced cryogenic liquid fuels in electric engines from NFP with gasses and added Hydrogen and Methane to the SSTU fuels list to support that. Replaced duplicates of the Apollo LMAE and LMDE with toggleable upgrades. 0.3.2 Improved dry mass/volume settings to more realistic values than SMURFF defaults and rematched ProceduralParts and SSTU tanks. Implemented separate cryogenic tanks in SSTU for liquid methane with better mass ratios than hydrogen and added specific tank types for argon and others. Fixed storage settings for liquid methane in SSTU and ProceduralParts tanks which were previously requiring way too much volume. Fixed wrongly set SSTU engine cluster patches that were responsible for parts with constant NullReferenceException errors, or at least most of them. SSTU Clusters for Near Future Spacecraft engines, most electric engines from Stock and Near Future Propulsion and custom engine specs added for many as well. Reduced mass of some of the larger NearFutureElectrical fission reactors. Added a 60.4 MW reactor plus a 60.2 MW magnetoplasmadynamic Xenon thruster. Changed Stock Ion engine to consume the same amount of KW/s at full thrust as the real NSTAR from Dawn and applied same proportion to Near Future Propulsion engines. Made thrust in NFP electric engines realistic. If you disable this change by running ionNerfSwitch.bat/sh the VASIMR will have torchship performance. Replaced Water and Methane variants for nuclear rockets with Upgrades and added new variants. Install and use Upgrade Editor to switch between them. 0.3.1 KSP 1.3.1 Compatibility. ThrottleControlledShutdown tracks all vessels in the physics bubble and always shuts down engines not belonging to the active vessel, unknown bugs which may or not exist aside. Realism and/or rescale patches for newest SSTU parts: RD-171, RD-181 and the TKS VA capsule. Also, long overdue fixes to individual RCS parts and J-2X engine. Fixed incorrect meshes placed over the soil sample return capsule if Ven's Stock Revamp is installed. Included wrongly forgotten RO modifications to TAC Life Support ratios towards more realistic values for humans and changed pods/etc to adapt to it. Fixed and increased rescale of SSTU Station Core parts so the TKS FGB will fit perfectly with the bottom of the TKS VA capsule(2.79m). Skylab was not changed. SSTU Expansion Pack compatibility patches. Note: incomplete, only with Skylab and general compatibility fixes, will be removed once SSTU Expansion is updated. Removed non modular SRBs generated from SSTU assets formerly inherited from RealismOverhaul, now fully replaceable by modular ones. Procedural Avionics now support RealFuels tanks and are calculated using dynamic % from the total volume of any tank patched to include ModuleProceduralAvionics. 0.3.0 Added RealISRU support. Mostly useful for Mars missions right now. Rescaled all SSTU Space Station parts to more realistic dimensions and added TAC Life Support patches for them. Tech tree rearrangement and several parts given a more logical placement, specially ISRU and Space Station parts. Added an universal patch that converts "Liquid Fuel" to Kerosene and "Oxidizer" to Liquid Oxygen everywhere if RealISRU is installed. To make it more "realistic", only Methane can be extracted from Karbonite if both RealISRU and Karbonite are installed. New Tourism Contracts, which require the "Practical A.I. and Worker Robots" tech to become available. DeepFreeze is also required by some. Manned space missions beyond Mars/Venus Flyby also require the same tech now for "economic realism" reasons. Reconfigured SSTU Space Shuttle(SC-E) to work correctly with FAR and included TAC Life Support patches for it. Added liquid methane and water powered variants for NERVA I and II and a methane variant for the Bimodal NTR. Fixed plume effects for SSTU LMDE with RealPlume. Fixed missing "Technological Watersheds" contracts. Reduced entry costs and costs for nuclear reactors to make them more useful. 0.2.8 Fixed attach nodes for Stock Mainsail with SSTU Expansion and for NK-220 with Ven's Stock Revamp. Resized RS-2200 from SXT to fit in with the resized Mk2 Spaceplane parts, which are not X-33 but close enough. Increased previously too low volumes in Stock spaceplane fuselages with SSTU integration. Separated several contracts into subcategories per celestial body. Changed some supported parts with specific configs to more (Alternate History)immersive fluff and added new patches with more SSTU engine clusters. Fixed storage for Karborundum(now using SSTU) to avoid 100000...000 tons total fuel masses and increased EC usage for UDD Inertial Confinement Drives. 0.2.7 Adapted several RCS configs from RealismOverhaul, with a line of realistic upgrades that applies to all parts with RCS and can convert them to Aerozine50/NTO Adapted all RO patches for Ven's Stock Revamp and added VSR compatibility. Adapted all RO configs and added SSTU support to Stock spaceplane parts. Adapted all RO configs for Stock command parts because it wouldn't be right to do it only for the spaceplanes. Started conversion of Karborundum to "at least might exist" Ultra Dense Deuterium, huge density included. To be done fully after update for KSP 1.3 0.2.6 Improved Tourism contracts with means for the player to adjust the number of attended tourists in-game through fake missions. You have to decline existing contracts after changing the settings for them to refresh immediately. Otherwise they will only refresh after expiring. Extended configs for Bluedog Design Bureau, including among other things a specific config for the Vega K0 Upper Stage and its RD-861G engine with SSTU modular engine cluster support, plus the rescale of its APAS-89/95 docking port. Also removed FASA dependency from several Part Upgrades. Extended support for SSTU-Expansion, including Skylab station core addon for SSTU Stations now redimensioned to real scale for either Skylab missions or supporting a Manned Venus Flyby plus other months/years long manned missions. Adapted all RealismOverhaul patches for SXT space station parts. Included solar panels rebalance to SSTU integrated solar panels in Station Cores, which needed their own patches in addition to the ones for the parts. 0.2.5 Fixed Near Future Electrical nuclear reactors so they are no longer horribly inefficient compared to the NERVA generator or real nuclear reactors. Fixed the pricing of NFE uranium tanks. No more entry costs in billions for storing uranium or fuel tanks costing hundreds of millions. New Tourism Contracts properly balanced for the Real Solar System, up to Mars for now. More will be added in the future. New Colonization Contracts for building a retirement home on Moon or Mars and ensuring the customer who paid for it will live 20 years in it. 0.2.4 Adapted some RealPlume configs from RealismOverhaul and included configs for SpaceY, MRS and Near-Future Spacecraft from RealPlume Stock Configs. Not all of them were tested and some of these configs may not be working due to mismatched thrustTransform or other problems translating configs for ModuleEnginesRF to ModuleEnginesFX bring. Report any missing plumes in the Development thread. Integrated B9 Aerospace spaceplane parts with SSTU for customized resource loadouts. Dry masses are still on SMURFF and might not be perfect as of now. Removed redundant hard dependencies on CryoEngines and Firespitter Core. All switchable tank configs use either ProceduralParts or SSTUVolumeContainer. Fixed TAC Life Support resource volumes on SSTU tanks and the Life Support Tank setting for SSTU. Partial support for SSTU-Expansion: SSTU integration with Stock Mainsail, Bluedog Design Bureau RL10 and BobCat Soviet Engines only for now. Added HG-3, a researched successor for the J-2 that never left the drawing board but served as development base for the Space Shuttle Main Engine. Minor patch included to support the British Rockets mod. Minor because it fortunately is a real scale mod. Fixed the Bluedog Design Bureau parachute for the Big Gemini for real, really. Fixed Apollo Service Module fuel cells and Nuclear Thermal Rockets turbine generators. 0.2.3 Added support for North American Rockwell Mars Excursion Module Added configs for BobCat's Soviet Engine Pack, which still works in the newest KSP versions. Added config for the modern successor of the Russian RD-0110 upper stage engine, the RD-0124. Added Pentaborane as a fuel option in SSTU and procedural tanks, because it's unique enough to not be "abstracted" into "Aerozine50". Added a Pentaborane-fueled lander engine based on the RD-270M for SXT, so the MEM with its fluorine tanks won't be the only extreme chemical hazard option. Fixed RD-701 Tripropellant engine by giving it a model that looks close enough to the real one and also added the smaller RD-704. Rebalanced once extremely high prices of SSTU procedural interstage petal adapters with the price of the Spacecraft Lunar Module Adapter as reference. 0.2.2 Contract Pack Nerf: removed science rewards from all contracts. They remain very generous and there are other ways of gaining science points. Removed tankage volume modifiers from SSTU cryogenic tanks to make them useful in mid-late game. Fixed missing upgrades for SSTU custom radial decoupler sizes and increased max temp of all radial decouplers to 3600 K because of procedural SRBs. Fixed gas giant atmospheric probe contracts. Added LH2 options to Zero-Boil Off tanks using Procedural Parts. Changed final upgrades for procedural avionics in SSTU custom upper stages to reduce minimum kW demand to more reasonable levels for larger parts. Apollo Docking Ports are now compatible with "size 1" Stock docking ports and Common Berthing Mechanism with "size 2". Fixed misplaced attach node on NASA docking system. Minor Improvement to ThrottleControlledShutdown.dll 0.2.1 Rescaled and redefined the SSTU Space Shuttle(SSTU-SC-E-*) with realistic specifications and pricing. Included patches to rebalance SSTU Solar Panels and NearFutureSolar curved solar panels. Added config for the X-33 engine(requires SXT). The apparent lack of VentureStar styled fuselage parts limits its applications though. Fixed critical typo in generic patch to set mostly realistic R&D costs for parts without specific configs. Replaced all rescaleFactor to direct model rescales in specific part configs to reduce glitches. 0.2 Forked and modified the new, 1.2.2 compatible RP-0.dll avionics systems. Support for SSTU procedural probes and custom upper stage tanks added. Forked fixes for ProceduralFairings from Realism Overhaul. No more rockets breaking into pieces during launch when using interstage fairings(hopefully). Patched all parts to endure up to 9500 KPa of pressure, making unmanned landing missions on Venus practical(and maybe manned too, maybe). Improved the universal solar panels patch to set different energy/mass efficiency ratios depending on them being static or tracking and on tech level. Improved SSTU welding docking port diameter limits and updated SSTU Station Cores and Docking Hubs to use real docking ports diameters. Changed the way max diameters in SSTU parts are limited, to rely on Part Upgrades rebalanced for RSS. They are located in construction tech nodes. Redefined mininimum diameters for all SSTU procedural parts and changed increments in size from 0.625m to 0.5m. Overhauled procedural solid rockets to use the Part Upgrade system and removed many duplicate procedural SRB parts no longer needed. Fixed the Big Gemini parachute from Bluedog Design Bureau for real. Reduced dry mass of SSTU cryogenic and zero boil-off tanks. Previously stages using cryogenic tanks and LH2 engines were barely breaking even in delta-V per total mass with Aerozine 50/NTO upper stages. In reality heavier service module tanks are required for the latter which are mostly pressure-fed. Implemented proper volume settings for TAC Life Support resources in SSTU tanks. Now they should be very close to procedural life support tanks, except for having a much lighter dry mass. SSTU does not support requiring specific tank types for some resources(AFAIK). 0.1.25 Fixed critical issue with manned contracts requirements blocking everything past the moon landing. Fixed BDB Gemini specs with a compromise. The actual Gemini separates the lower part of the service module before starting the solid rockets for deorbit. Boosted the parachutes of BDB Big Gemini. 0.1.2 Rescaled and added realistic specs to Bluedog Design Bureau Mercury, Apollo's LEM and Gemini parts. Also fixed BDB RL-10 to proper scale. Config for SSTU's RD-180 added. Fixes, rebalance against grind and major expansion of the included contract pack to completely replace Stock exploration contracts. 0.1.1 Improved the code and recompiled ThrottleControlledShutdown.dll Recompiled RP-0.dll and included its modified, stripped down source code. Adapted all RealismOverhaul patches for Bluedog Design Bureau and added a few more. Included all rescales for SXT aircraft parts from RO. Adapted more patches from RO for stock parts. Fixed the fuel mass ratios for the MAKS spaceplane engine and added MAKS fuel settings to SSTU tanks. Hopefully it is very close to reality now. CECE-Methane upgrade for Bluedog Design Bureau's RL10 as yet another liquid methane engine.
  11. 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.
  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. TRANSMOGRIFIER The transmogrifier is a magic box. Put something in, turn the dial and out comes... ... ...different sized parts! (And maybe unexpected results...) This mod is a Module Manager patch that will rescale all parts in your game from kerbal size (~5/8 scale) to roughly real-life sizes (default setting). So Mk.1 parts are now 2m in diameter just like the Mercury spacecraft, but other scales are possible. This is a work in progress do not use in an existing game (probably best to use a fresh install), as this will break all inflight vessels and .craft files as well. I am posting the mod in this early state in the hopes of getting some feedback and help on things I'm stuck on or have not noticed yet. WHAT IT DOES -The basic patch resizes rockets to realish proportions (default setting) but doesn't change fuel capicities. This should play well in stock-sized solar systems up to 3.2x resized systems. OPTIONAL EXTENSIONS -Resize Internals - (and kerbals too!) - This makes IVAs match external sizes. -Full Tanks - Full thrust - Allows for a ultra-light realish experience, if you want to play in RSS or 10x resized systems. This patch requires SMURFF. (Balacing is WIP.) ISSUES -Not tested with mods at all. Stockalike mods will probably be ok, mods that do anything fancy, such as Procedural Parts and SSTU probably won't work. -Stock Fairings work, but the truss structure is not resized. -Internals are resized, inside kerbals are resized, is this a good thing or an abomination!!??!? -Fuel capacity and thrust increased to realish volumes, but not fully sanity checked yet. -Some of the older stock parts don't resize because they use a legacy method of defining the model and scale. I've kludged this to work on some of the Squad parts, but there might be some other parts I haven't noticed yet. -ModuleLiftingSurface values are not scaled, because I don't know what they mean. -Mod compatibility is incomplete GOALS -Allow a easier "kerbal-alike" experience on a real-life scale, without all the hassle of maintaining a Realism Overhaul install. -Refine resource volume changes -Make sure masses are reasonable -Find any bugs or unintended features -Integration with SMURFF and/or Sigma Dimensions to provide a light-weight realism mode. FEATURES Define your own scale! - Currently set to change parts to a human scale size. -If you need to exclude a part from resizing you can use this Module Manager patch. @PART[MySpecialPart]:FIRST { TransmogrifyExclude = true } DOWNLOAD - For any version of KSP 1.1 or newer GITHUB DOWNLOAD Requires Module Manager (at least version 2.6.23 for KSP 1.1), not included. Optional features require SMURFF , not included. SOURCE LICENSE CHANGELOG
  14. 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!
  15. 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
  16. Hey, I've installed RSS n stuff, but i have no idea what im doing. So far, I haven't been able to find much. Does anyone know any good tutorials for RSS? (I use 1.3.1 btw)
  17. 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 ^
  18. 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!
  19. 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:
  20. Hey all, I'm trying to do a crewed lunar flyby in RSS, and I don't really have the tech yet to build a crewed lunar orbiter yet. I was planning to use the science I got from the flyby to unlock better engines and allow a follow up orbital mission. I was planning to do a nice free return trajectory, but I seem to be having serious problems plotting what I am after. Ideally, I want a free return trajectory with the lowest possible perilune (for the science), that is less than 15 days from launch to reentry (life support), and especially a posigrade reentry. I've learned the hard way that even a lunar rated heat shield is generally not enough protection for a retrograde lunar return reentry. Delta-V is not really a barrier, as I have around 4 km/s in the transfer stage. I keep either getting retrograde reentry trajectories, or trajectories that barely enter lunar SOI and take 13+ days to complete. I guess I don't really understand how free returns actually work. I am also curious about the Apollo 13 trajectory, and specifically how the "PC+2" burn (that shortened flight time) worked. Thanks!
  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. Simple RSS Patch RSS Patch [1.2.x] [1.3.x] download from SpaceDock latest version: v1.5 (14-05-2018) This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU is highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch [1.2.x] [1.3.x] Download file [v1.2 13-06-2017] * still fine-tuning this A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
  23. i used ckan to install my rss/rp-0 install, but when i opened ksp the loading froze at at the Terobee_Decoupler file, so i deleted it. when i launched again the kerbin was still kerbin. no earth. i installed all suggested mods for a ckan rp-0 install. help
  24. Here is the video showing the problem: The wheels are so bumpy and I really do think there are some problems with the wheel settings rather than my landing skills. Not sure if it is the RSS causing this, but I have the following mods installed: RSS+RSSVE FAR AJE B9 KS3P RealFuel RealPlume Tweakscale (not used in this plane) WorldStabilizer Really appreciate if anyone can help.
  25. 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!