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Found 157 results

  1. Simple RSS Patch RSS Patch [1.2.x] [1.3.x] download from SpaceDock latest version: v1.4 (11-12-2017) 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. 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.
  2. Dragonfly mission to the ocean moon Titan Your mission is to create as realistically as possible the upcoming proposed Dragonfly mission to Titan, the ocean moon of Saturn. You can read about it here, its really cool. Basically, you have to fly to Titan (Laythe if playing stock), and set up a self sustaining base with explorer quadcopters that can go out and take samples and readings, then return to the main base. Categories are full Stock (visual and info mods only, nothing that modifies parts or physics in any way) or Modded ( I recommend Firespitter for excellent rotors, although your quadcopters will be large) as much as you like. Basically your job is to recreate the mission as close to real life as possible, either in Stock or Modded. I'll accept pretty much any entry, but if you need rules, then the rules are as follows: You must fly the mission, no cheats of any kind, although quicksave/quickload may be used as needed. Be careful loading/saving too much in atmo, parts can do strange things especially offsets You must leave Earth/Kerbin, fly to Saturn/Jool. Next you must make an entry with a heat shield and parachutes to Titan/Laythe, land and set up your base. Your base must be self-sustaining - if playing stock this will require an ISRU to allow multiple quadcopter missions. Your exploration vehicles must be VTOL, preferably as close to a quadcopter as you can make it. You may use jets or rockets since there aren't working electrical props in stock. They must be powered by RTG (like in real life). They must be able to fly 10-100km, take a sample, and return with it. There should be at least a conceptual way to refuel them, although I won't require a demo if the piloting is insane (landing on a docking port, etc). Lots of pictures! We are recreating a real mission, make it look cool!!! Scoring may evolve as new entries come in, since I likely haven't thought of everything, but for now it's as follows: Quadcopter points: Real Weight: 100 points if close to 450kg, subtract points for anything over (10 points/ton) Honest Quad: 25 points if 4 engines VTOL Real Science: 25 points if you recreate sample collection and analysis, seismological studies, meteorological monitoring, and local microscopic imaging using LED illuminators Reusable: 50 points if you show a full round trip copter sampling mission, and are prepped for another More Copters!: 25 points for each additional quadcopter up to total of 4 Mission points: Low Mass: 100 points if launch mass is under 100 tons, subtract 10 points for each 50 tons over weight. Orbital Genius: 25 points for each clever maneuver - aerobraking, gravity slingshots, anything that lowers dV and looks cool. Phone Home: 10 points per relay set up in system for a max of 30 points, it's nice to be able to call home. I will also award an arbitrary number of points for general realism, including but not limited to: Using Real Solar System Accurate models of rockets Making the spacecraft look and function as realistically as possible Finding something cool about the mission that I don't know about, and including it. Have fun! If you are ready to get technical, Here is more detail in a pdf
  3. Hello everyone! I have been playing KSP quite some time now and I've just been getting into RSS. I really like the mod but the rockets I make don't lift off the launchpad anymore. They worked fine, but not anymore. I think that it has something to do with the second stage. If I build a rocket without a second stage it works perfectly fine but the second I add a second stage it doesn't lift off and is stuck "hovering " in the air. I can fire up my engines and even do flips but it just won't move further up into the air. It's like this for every rocket that I build. Has anyone had this problem? Can someone help me? P.S.: I wanted to attach a picture but I don't know how.
  4. I am running ksp real solar system with kolonization mod USI Life Support with all the mods it recommend realism over haul and so on. The problem i have is the screen that shows the amounts of food and water you have never goes down. When I open the life support window it shows how much time you have and counts down and you kerbal dies like it is intended to do. I want to know if anyone else has this problem or know how to fix it. I am running version 1.2.2 and running ksp x64. On a side note I had this problem when the only mod I had installed was kolonization.
  5. Hello everyone! Recently I've been messing around with HalfRSS mod (best decision ever!) and, of course, tried to recreate Flacon 9, both 1st and 2nd stage.I've found this sheet With pretty reasonable info about falcons parameters. I've scaled them down to be suitable, for HRSS, taking total delta-V as my base. Parameter | Falcon 9 | HRSS | Mine Total dV | 9380 | ~7200 | 7038 1st st dV | 3076 | ~2371 | 2369 2nd st dV | 6388 | ~4925 | 4669 With all this, i struggle to reach orbit. it seems that my 2nd stage has not nearly enough TWR to push craft to orbit. separation occurs somewhere between 40 - 50 km high (AP at 95-100km), and 2nd sdtage starts its burn right away. sadly no matter what pitch I set, 2nd stage doesn't even burn through half of its dV, until it falls back to atmosphere. What might be the reason for this? Is Falcon9 data I based inaccurate? or its HRRS fault (longer to reach AP in RSS than in HRSS?), or maybe my gravity turn is made badly? Cheers
  6. im wanting to go to mars in rss using nervas is there any patch i could have with real fuels to stop boil off
  7. No Words, Just RSS

    Hello. This is where I will post albums of missions, maneuvers and designs I design and fly in a custom Real Solar System install. To keep things clean, simple and to do things a bit differently than other mission reports, the albums will be wordless. All details will be shown through the HUD. There are no characters, no story or overarching objective, but I will respond to questions and engage in discuss after each report. Report 1:
  8. I finded old tool for just RemoteTech. Adding another antennas and bodies not a problem - problem that this tool use 'standard' model, but RO use 'root' model of RT calc.
  9. So today I found a cool mod by the name of RSS Planets and Moons, a mod that adds new planets and moons to RSS, and I really wanted to play it. I saw that you needed KSP 1.0.5 for the mod to work. So I thought that it would be no problem. So I went to Steam, pulled up the Properties window for KSP, went to Betas, and selected 1.0.5. Easy. But when I went back to my Steam library, instead of seeing "Kerbal Space Program - [previous 1.0.5]", I saw "Kerbal Space Program - [previous]". I didn't really care about it so I got RSS and the RSS extension into my GameData folder and started the game. The game told me it was updating so I waited until it was done. Then, I clicked "KSP (64 Bit version)", and started the game. What I saw on the title screen wasn't Earth like it should of been, It was still Kerbin. I thought that was weird so I checked the version of the game. it said that I was on 1.3.1 even though I updated to 1.0.5. So I thought that it was because of the fact that I was using the 64 bit version so I exited the game, and start the normal version. The game was loading normally up until it stopped at Squad/Parts/Aero/fairings/fairingSize1/fairingSize1. It's not frozen because the yellow sentences (I don't know what they are called), were still changing to different puns and references to the game. It's still loading as I am typing this. Please help!
  10. I'm not a programmer but I'm interested in alternate history scenarios. Having been born in Chile I was wondering if anyone knew how to create a launch site from Easter Island? Using the launch site cfg I came up with this but I don't want to break the game by putting it into the folder. Sections with '??' means I don't know what to put there. The site altitude is 40 meters. Any help would be appreciated! Oscar @KSCSWITCHER:AFTER[RealSolarSystem] { @LaunchSites { Site { name = cl_easterisland displayName = CL - Easter Island description = The Easter Island launch site for the Chilean Space Program (Spanish = Programa Espacial de Chile) a fantasy space agency. PQSCity { KEYname = KSC latitude = -27.119328 longitude = -109.354889 repositionRadiusOffset = ?? repositionToSphereSurface = ?? lodvisibleRangeMult = ?? reorientFinalAngle = ?? } PQSMod_MapDecalTangent { radius = ?? heightMapDeformity = ?? absoluteOffset = ?? absolute = ?? latitude = -27.119328 longitude = -109.354889 } }
  11. 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 Also, I'm not abandoning Crossed Fingers, but this will be getting some attention too.
  12. I have been messing with the Engine config files in my copy of KSP 1.2.2 with Real Solar System, Realism Overhaul, and Realistic Progression Zero mods installed, mostly to create fictional engines or engines that do not exist in currently available mods. However, I have not been able to add gimballing to an engine that previously had none. For example, I attempted to add gimbal to the RS-88 engine for an orbital launch vehicle using that to power its first stage and an AJ10 to power its second stage, but even after ~8 attempts at adding and modifying the ModuleGimbal, it still didn't work. What am I doing wrong? Here's the RS-88 code at the final attempt: RS88_Config.cfg - Google Drive
  13. Val's trip to Europa and back

    OK this was a lot of work
  14. 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
  15. A not so photo realistic, good looking, Sun's perspective correct , ultra high resolution Milky Way background CubeMap for TextureReplacerReplacement. Methodology used in SpaceEngine: 1 - "Land" on the Sun. 2 - Orient the camera so that the equatorial grid is aligned (Top is North), looking through the 0h, 0° coordinates. 3 - "Disable" the Sun and planets. 4 - Adjust magnitude limit and stars brightness to adequate level. 5 - Generate the cubemap. Each of the 6 images are 6000x6000, 24 BPP, lossless compressed .TGA file. I tried going higher than 6k for the resolution but, SpaceEngine being a 32 bit application, this is not possible. It would crash during computation... Download the regular version (DDS files, DXT1 surface without mipmaps) here: Download the lossless, compressed TGA version here: Correct Original post below
  16. Hello! Today I encountered a weird issue when using RSS Textures, RSSVE and Real Solar System along with Procedural parts. This is all using KSP 1.2 So I downloaded a newer version of Remote Tech which came with ModuleManager.2.8.1. The game loaded fine, then I noticed there were more procedural parts than I usually notice, RCS tanks and other parts. These I had never seen, so I am assuming the new modulemanager triggered all of the parts to work. The only problem now is that even when using older versions of modulemanager with the 2.8, RSS texture do not load, and I'm stuck with the default Kerbin textures. Has anyone else experienced this at all? am I missing something super obvious? Thank you!
  17. RSS Career Mars Base Tycho

    I really do need to make a space station and shuttle, now. Problems, problems
  18. Airplane on Saturn

    Finally, I did what I had planned a few years ago: I dropped the plane into gas giant. And it didn't broke apart!
  19. RSS HELP!

    I am just getting into messing around in RSS with realism overhaul. I'm fairly confident I got it installed correctly and is running fine. However, when it comes to getting anything to orbit, I simply can't. Even using the Atlas rocket I fail. One big issue is that my engines are burning out long before my fuel is used up and I'm not sure why. Any helpful tips or video suggestions to help me out would be greatly appreciated!
  20. I'm going to send a MAV on Mars almost empty (with just the right amount of Hydrolox fuel to land) and then refuel it trough RealISRU (sadly still not completed, but it works).I need help with methods to extract the fuel from the surface/atmosphere , chemical conversions and some math with it. Landing config: Mars takeoff config: I have 15 months to produce all that fuel.(around 85 tons)
  21. Hello , I'm trying to land very heavy payloads on Mars and for this I'm using a gliding technique (Pretty much like the Space Shuttle). My first payload , the Mars Ascent Vehicle (201 tons) lands safely on Mars with Gliding+Parachute+Retro rockets As you can see the CoT is below the CoM, which is below the CoL and I can tilt it at 40 degrees without problems (so it's pretty stable). But for some reason.. This is the MDV.It flips in the air if it's more than 25 degrees inclined(I need around 30-40 to slow down) In the Mars Descent Vehicle the CoT is above the CoM and CoL.I have no idea why this happens and how to fix it.Is this why it flips?Thanks for the answers.
  22. Saturn system grand tour!

    Hey guys, check out my new video i made this night!
  23. I installed RSSVE using ckan, and when i load the space center the sky is always black(day and night)
  24. Core Overheat

    I'm buidling a deep space probe to Saturn and Jupiter, but the core overheats (on Earth and space) after a few minutes in flight.I'm using an RTG to power it and some radiators to cool it down,but they don't seem to be powerful enough or even to work.I noticed that I produce way too much electricty than I actually need and maybe this is the cause of the overheat. This is the message I get and a picture of the probe for comparsion: So yeah , any solutions?Maybe less power?I really have no idea.
  25. Mission requirements; One mobile rover-base to stay on Titan One orbital station to orbit Titan 4 Satellites to orbit around Titan and create communication coverage on Titan One rocket to be sent and landed on Titan for crew to get back to the Titan orbit after mission ended Orbit station is getting ready to go Everything seems nice so far! See you later, Earth Needs so much DeltaV, hopefully second stage will do the job Crew looks at Earth last time for a long time period. Rescue rocket to be sent to Titan Rescue rocket's second stage Catch ya! All 4 rockets run to Saturn side by side Nearly 1 year passed after leaving Earth's orbit Crew seems happy Biiig big space, but not empty at all Here is Saturn! After 7 long years, we are close to reach Saturn. Making maneuvras to reach Titan. Rocket that carries Rover-Base, is fixing it's direction towards Titan Fixing other rockets' orbits (Orbital Station, Rescue Rocket, Satellites) Cool shot from Rescue Rocket carrier Rocket, making correction burn Orbital Station's carrier rocket is the first rocket out of 4 rockets who arrived Titan Orbit first! Time to orbit Titan A cool shot from orbital station's cockpit A rocket that carries satellites arrived! Time to orbit A rocket that carries rescue rocket arrived as well! Putting satellites on orbit A rocket that carries mobile rover-base arrived Titan's orbit as well That's it boys, rover is going down on Titan, right now! Flying car weeeeee Weird glitches. Well ksp version 1.3, RSS version 1.2.2, scatterer version 0.300 soo.. i expect glitches What are they o.O Are there trees on Titan? They are getting smaler when we gets closer.. Time to chute It was a VERY VERY SLOW trip, we are getting there boi! And rover is landed There is no crew yet on rover, but luckily it has it's own control computer! And i found a rock! First time i saw a rock on Titan ever on KSP Btw i broke my antenna.. That's how rover gets electricity (There is very little sun-light together with 8 days long night time, so nuclear activity was the best choice..) I didn't plan to bring Engineer down here, but to fix this antenna, i would change my plan Meanwhile in orbital station, crew is getting ready for leaving station to go on Titan's surface I use Alcor pod as a lander pod For one reason, i cannot move kerbals within parts so i needed to EVA mission to exchange my crew (because i need one Engineer down there to repair antenna so plans are changed!) Jeb's crews, Lisman and Dedorf ladies, they look happy. Station's crew looks meh Making preparations for leaving station Time to go! Maneuvras.. Btw that black bottom is not a heat shield, it is a fuel tank. Titan's atmosphere is like a pillow, so you don't actually need a heat shield unless you plan to direct hit on Titan with 20k DeltaV. Okay enough talking Crew looks incredibly happy This would make the job Or not... 55km off of the target Chutes.. It takes forever to land. I cannot move Kerbals one by one to the rover, so it makes more sense to mov rover to crew! After literally one hour, rover-base finally reached the crew! Lets get into your new house for few years, kerbals I don't like the geography, i want to park my rover-base next to one lake (methane lake). 120km to go. Reached the area where rover-base landed on (55km back). Separate part can be seen on the ground which separated chute and rover. 65km more to go. Glitch, if you fall down, you ded (fell one time) Finally i found one cute methane lake after 120km (took 2 hours), parked next to it Crew deserves to get one break to hang out (btw somehow engineer couldnt repair antenna, anyone know why? instead i mistakenly exploded it ) Night time on Titan 90 degree top angle from the rover, amazing view Sky from rover's cockpit See you in next mission while my kerbals hanging out! Next mission will be landing rescue rocket on Titan from Titan's orbit, and then carrying crew to the orbit station.