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Found 148 results

  1. 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.
  2. 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!
  3. 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 } }
  4. 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.
  5. 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
  6. Val's trip to Europa and back

    OK this was a lot of work
  7. 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
  8. 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: https://www.dropbox.com/s/1nhycghmkretyx6/TRR_UHD_MilkyWay.zip?dl=0 Download the lossless, compressed TGA version here: https://www.dropbox.com/s/bjkkw4dnd229ezk/RSS Correct Cubemap.zip?dl=0 Original post below
  9. 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!
  10. RSS Career Mars Base Tycho

    I really do need to make a space station and shuttle, now. Problems, problems
  11. 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!
  12. 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)
  13. 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.
  14. Saturn system grand tour!

    Hey guys, check out my new video i made this night!
  15. I installed RSSVE using ckan, and when i load the space center the sky is always black(day and night)
  16. 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.
  17. 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.
  18. A simple texture modification to saturn's rings in real solar system. CREDIT @NathanKell for Real Solar System NASA for magnificent images of saturn. Pics for clicks. BEFORE With RSSVE HOW TO INSTALL REQUIREMENTS: REAL SOLAR SYSTEM Before you install I recommend that you back up SaturnRing.dds in case you mess up. Simply extract the ZIP file to your KSP installation with Real Solar System. It will ask if you want to replace a file. click yes. Or drag and drop the SaturnRing.dds from the zip into the RSS-Textures folder and click replace. STRONGLY RECOMMENDED MODS. Real Solar System Visual Enhancements LICENSE This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. DOWNLOAD
  19. I'm trying to get to Mars in RSS/RO with an heavy ship , insipired by the Constellation program from NASA (2005-2009) and the only mod that gives the BNTR (Bimodal Nuclear Thermal Rocket) engines is way outdated and all the links are broken(mod name : Constellation Essentials).I luckily got the parts from Winged, but they are made for 1.1.3 and I'd like to use them in 1.2.2.The only part that works (1 out of 4 parts) is the engine mount for the BNTRs. I don't know much about modding/fixing ,so I gently ask someone that understands coding and Module Manager to help me.Thanks! Constellation Essentials parts here: https://www.dropbox.com/sh/yyrs766kcqmd8wg/AACJDLpj2QnMoRmIrsNEq3s3a?dl=0 Part demonstation:
  20. RSS/RO Docking Ports

    Hi KSP Community.I have a problem: I have to dock two big fuel tanks (around 6-8m diameter) in orbit for a trip to Mars.Realism Overhaul gives you pre-sized docking ports and TweakScale can't modify them.So yeah , solutions?Mods that add more docking ports for RO?A cfg to add more different sized docking ports of the same type?I don't want to modify a pre existing docking port , since I'm already using them on smaller ships and I fear to break them by doing that.Thanks!
  21. Hey all, been playing with Real Solar System (plus mods like KSC Switcher and FMRS) and have recently been doing the SpaceX style first stage boostback with a chute assisted powered landing and man, it's a lot of fun. I've gotten to the point with one particular design where I can land it within visual sight of the KSC fairly regularly, though I haven't managed a landing on the runway or pad yet. One thing I've noticed when recovering vessels in RSS (even with KSCS) is that it says they are over 3,000 km away from KSC, even when I can SEE the VAB on the horizon. Wouldn't over 3,000 km practically put the recovery locus on the next continet? BTW, I'm flying out of Kennedy, but I get similar results flying from Vandenburg. Is there a mod, or a way to modify the mods I have to alight the recovery locus to the currently selected launch site? Or at least to a specified point, like Merritt Island?
  22. RSS or similar mods.

    Hello! I haven't played KSP for a while now and I ant to get back into it but with something like RSS, but I can't seem to get any variations of it on the mod page to work (I can't even find he download for the 2x and 6.4x versions). By the looks of it they are all for 1.2 or below or have been abandoned, are there any similar mods or separately maintained branches?
  23. Pressure Limit problems RSS

    Well, turns out in RSS Venus Surface is well beyond 4000Kpa atmo pressure, so I can't land anything stock on it, without imploding at about 14km high. As far I can see everything has a 4000Kpa pressure limit. Any ideas? any mod that has parts with greater limits? I don't want to turn off this setting tho... I'm happy to read you!! AK
  24. So..I'm trying to start a colony on Mars in RSS/RO and I'm pretty much stuck.I landed on the Moon and landed some rovers on Mars , no problem.Now I have to land heavier payload on Mars , but it seems I'm not able to do so. This is what I should land.I already tried everything , from parachutes to big heatshields (I don't have small and powerful retro rockets, sadly).So yeah , that's the problem.Thanks for everyone that gives me a tip.
  25. [1.2.2] Exomoons! v0.1 [6/18/17]

    EXOMOONS! WHAT IS THIS? Exomoons! is an expansion to the RSS Constellations mod. It adds fictional exomoons to some of the planets in the RSS Constellations planet pack. This provides new ways of exploring the far reaches of the Universe, allowing gas planets to be more interesting to visit then they originally were. At the moment, there are only three exomoons distributed among two exoplanets, though in the future, many more planets will receive their own exomoons. SCREENSHOTS ---------------------------------------------------------- HD 10180 G2 (SECOND MOON OF HD 10180 G) HD 10180 G1 (FIRST MOON OF HD 10180 G) HD 10180 H1 (FIRST MOON OF HD 10180 H) ---------------------------------------------------------- ---------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ---------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD