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  1. 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.
  2. 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:
  3. E.T. 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. "Push to the limit" What do you mean by that? There are a few visual overhauls out there that look very nice, however I felt there were a lot of doors that came with the 1.1 update that haven't been opened yet. I wanted to experiment and get something that would push my gtx 970 harder, and reach ksp's new limits. So what have you done that's new? 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, Also I've found a way that is less gpu intensive than a cube-mapped 64k image, which will significantly improve land visuals (even more detail than 64k) but will sacrifice being geographically accurate and utilize repeating multiple 4k textures. 64K!! doesn't sound very easy to run, what kind of pc set-up is this for? This is for strong pc set-ups, I run a GTX 970, 16GB Ram and an i5 4460 (16GB isn't necessary but 12Gb would be the minimum). Any less than these specs and it may not work properly, or at all. 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. What is it's current features (in detail), and what could we see added later on? Current features - 43k nasa clouds 64k geographically accurate land textures 8k and 4k cirrus clouds, city, and ground textures Small textures which improve RSS fine land detail Earth scatterer configs Small improvements, too much to list Future addons - 32k moon texture 32k mars texture 32k mercury texture Night city lights 8k very sharp, detailed, tiny clouds, which sit under the Earths 43k clouds 64k Earth clouds Alternative versions - Light, Med, High, Ultra(current version) Alternative way of mapping land textures, which will sacrifice accurate geography but will look just as good, and run better for med computers. Or perhaps none of the above because I'm a lazy slob Manual installation (installation via CKAN is not supported.) 1. Make sure you have downloaded and installed the latest stable versions of the following required mods: Module Manager Real Solar System (with RSS textures) 2. Inside your GameData folder make sure you remove any instance of EVE, Scatterer, RVE, RSSVE ( or any other previous cloud, terrain, visual mods). 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, or you can simply merge the two Gamedata folders, then overwrite. 4. Everything should be good, You have now installed E.T. Launch KSP and test your new PC melting visuals. Warning: Requires - 12GB RAM, Dx11, and Windows 7/8/10 Download (1.1.3 Ready... Click the link) Download (1.2.2 Ready... Click the link..) Mods I recommend Special thanks Credits Planetshine - Support and tester @hellblazer - Scatterer by @blackrack Realplume - Support and tester @majorvader111 - Distant Object Enhancement by @Rubber Ducky @MOARdV Windowshine - Support and tester @Dakitess - TextureReplacer by @shaw @RangeMachine Engine Lighting - Support and tester @Felbourn - Environmental Visual Enhancements by @rbray89 @Waz GemFx - Early visuals messing around with @Duckyb4 - Sunflare by @thomassino and Astroniki - The original Overhauler @pingopete - DeepStarMap by @Poodmund Issues 1.2.2 Auroras need adjusting Cloud seams Earth texture color seams
  4. 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!
  5. 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)
  6. 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:
  7. Upcomming live launches: https://www.youtube.com/watch?v=7IfPaCViC00 RECENT ANNOUNCEMENTS we have now expanded our community envolvement to discord! https://discord.gg/kCtQSBt we have space for @Uace24 and your staff if you want to pop by we also have a Youtube channel now! we are looking to expand more info on the discord as well as rules hope to see you there! ESL or Earth Satellite Launcher will launch your payload into LEO , im using @Kartoffelkuchen's SpaceX pack and my own launchers LAUNCHING A SATELLITE REQUIREMENTS SUBMISION: thats all you need to know im back in RO RSS because i got bored of stock any feedback feel free to tell me (as thats the only way people get better!) ALL LAUNCHES WILL BE FROM OMELEK ISLAND (WHERE THE FALCON 1 LAUNCHED) im using KOS craft files are public however code isnt only customers can have it (people who want their satilite launched with my rockets) becuasei dont want to give @Uace24 the code mission controll stuff: requirements: a forums account > 5 posts (i think its that for PM's) KOS experience (coder only) RSS/RO experience to not be on @Uace24's mission control team the payload hangar (public only post payloads!!!) https://kerbalx.com/hangars/20648 the rocket manifest hangar: https://kerbalx.com/hangars/20645 discord discusson: https://discord.gg/kCtQSBt youtube: https://www.youtube.com/channel/UCnDEMKX4Won8xIsu1Bm_WxA
  8. [1.2.2] RSS Constellations (RSSC) v2.2 [6/18/17]

    WHAT IS THIS? Constellations (formerly known as RSS Extrasolar) is an exoplanet mod for Real Solar System, that adds stars and their respective planets in their (for the most part) exact positions. This mod must be used with Real Solar System, making for a nice endgame goal once you are getting a little bored of colonizing every planet around the Sun. I divided all of the stellar distances by ten, so it is easier to traverse space. However, it is still necessary for you to install some additional mods such as Interstellar Extended, so that Jebediah will be able to live to see the day that humankind reaches its curious arms into interstellar space. SCREENSHOTS ------------------------------------------------------- PROXIMA CENTAURI B TRAPPIST-1G / JOOL KEPLER-1229B -------------------------MORE------------------------- CURRENT SOLAR SYSTEMS TIPS AND TRICKS WANT A BIT OF A CHALLENGE? ------------------------------------------------------- DOWNLOAD FROM SPACEDOCK ------------------------------------------------------- UPCOMING FEATURES CHANGE LOG License: BSD
  9. Venus she's easy! or maybe not. She's hot, and has great tracts of land. Not that its a high pressure arrangement to sample her wonderful science. It will take more time to float to her surface than to do three full moon missions. Playing a Career mode game (Hard setting except for load/save allowed) using RSS as my baseline mod. This is a 1.2.2 game so I’m using SMURFF, SpaceY and other mods to get to an acceptable power to weight ratio for launches, Using tweakscale and procedural fairings, SXTcontinued and near future mods for extended tech tree parts, community tech tree and SETI for an unmanned first push, TACLS for life support and I'm full enforcing a cleaned up orbit ( If i have to delete space junk it costs me 100k funds) and use Stage Recovery to get funds back (Set 7k Burnup Speed and 7-14m/s Landing, otherwise default) I tested various re-entries to make sure the 7k Re-entry speed was actually survivable for my designs. SCANsat and CactEye pad out the game but I’m using Comnet with only KSC ground station instead of RemoteTech for communications. Um oh and 104 mods in my CKAN installed list total... I have Saturn Second stage Nuclear and Timberwind nuclear engines in custom modded items, generally don't use them, specifically only on missions leaving from above 500km orbit. None of the designs is dangerous outside of the basic nukes in space argument. I use a minimum of 12m from crew compartments as a design requirement for nukes. Some of the more extreme nuclear engine design would warrant more though. If I’m using a Timberwind 450 the engine is likely 30m+ back just because of the amount of tank it needs to be useful. Regardless once i get the SSME available it was all that for main and second stages. I use Solids only if really needed or its a real simple mission. After Luna I started deciding what to do next, mars window was way out and I started to investigate Venus first. Time to set up comms. I probably could have got away without the comnet first but I believe its the first step given how many missions have failed because communications are crap. It also eliminated the need for huge antenna on the landers and probes. COMSATS Venus Comsat Network, sent 4 relays in an array planned aero-braking to drop dV, middle of aero-brake maneuver, deflated heat shield, and ejected compacted relay sats, barely staying out of atmosphere, each sat had barely enough maneuver 680m/s to get circular in a reasonable Eq. orbit. in trying to switch craft during the near disaster, got locked onto the structural frame that the relay sats coupled to during transit, (just some pipe sections a de-orbit motor and small probecore, mechjeb, antenna and batteries, one small solar panel). nothing burned up, very close but high drag really slowed it down fast. followed to ground, it litho-braked with the sacrifice of one of the spent couplers and I got my first Venusian data (telemetry & temperature). The Comsats got me a few more experiments and squarish 1200km orbit network (Intended to be 3000km). SCANSATS Scansat probes went out next, didn't have SAR yet. Radar altimetry, Biome scanner and Survey scanners along with High orbit and Low Orbit Science Sats, discovered that venusian day is longer than its year! Very long scan time, skipped two useful transfer windows. As the last of my Apollo moon missions finished scienceing the crap out of the moon I sent a second science/Scansat wave. SAR high altitude, recon and Survey detail sats along with my missing space science. Took a while to get all the gravity scans. Kerbal Alarm Clock estimates took front stage. My first comsats & scansats went to mars during this time so it was hectic. Descent to the surface! Originally I had intended to ignore Venus landings unless the were historical missions from RSS Historical missions pack. However the ease of landing space junk on the surface made me prioritize it given the shorter transfer and delay times for manned missions and sample return. Venera Missions, first two missions sent using my best guesses and did not include all the instruments since I did not have all at this point, using DMagic's instruments also. Midlands for the win. Stopped using the Inflatable shield because it was to hard to control drag, and it flipped on my first mission, lucky that a couple of solar panels was all that was lost. Landers overbuilt soviet style. Found out parachutes won't deploy at 12m/s in 70atm. drogue shoots in pre-deploy would not stop spinning, but full deploy brought the landers down straight. Any lifting surface is detrimental to landing except maybe airbrakes/gridfins. Reality is that they probably melted on the way down since they didn't include temperature control of any kind. past initial re-entry anything that is dropped will make it to surface probably with a safe speed (kinda 12m/s seems like max on higher terrain). Major Probe Volley! After re-design of the probes, left me with R2D2 looking canisters filled with science I tried sending two for testing. Mainly finding more accurate landing position. The agonizing wait during the drop! don't like x4 physical landings regardless of speed, read a book, made some tea. Determined that below 50k altitude ASL engines are indeed totally useless. Determined total batteries i could get away with. Solar is great assuming they survive re-rentry heat. Next eight came in as a docked cluster. Horrible experience with all eight lagging my computer. They consisted of unmanned landers, transmit only, everything possible to fully transmit, all biomes. Still very slow descent, probes hit 11m/2 without drogues, tiny landing gear, set of small airbrakes. Temperature was not an issue, though activated thermal panels cooled the pods. Even at 4xphysical time warp the descent was horribly long, cheated gravity to x10 for the 4th and later probes just to lessen the real time spent on the mission, took over 4 real hours to get all biomes sampled. Noticed during the first and second mission that engines and RCS became useless for anything except re-entry phase, determined 300-800 m/s of retro and 40-50 RCS got a good accurate landing, both mechjeb and trajectories projected over shot landings. Rovers might be faster than planes on venus. Trajectories as usual seemed more accurate. Sample return! Attempt one consisted of a real simple pod, stack of ascent rockets, stack of batteries and eight ducted fans. ran out of batteries at 20km, drag was to high for the system to get up. Second try replaced most of the batteries with capacitors and almost made it. The ducted fans didn't have enough thrust to get me above the point I needed for thrust on my bottom stage (4xlarge Ullage motors with flat ISP). floated back down. Third try, nukes, capacitors in drop pods, more ducted fans (too many). the ducted fans started crashing the computer with some bad interaction of mechjeb's dV calculation. Think it had something to do with staged capacitors, the ducted fans and some kind of circular calculation. After 12 program restarts including one full on computer freeze I gave up on the ducted fans. I think it can work. Fourth try, Balloons! Used the HL inflatable parachute. Made it too small. I didn't see the dirigible icon in VAB so I undersized the balloon and it wasn't enough to get me up to 50km. Also discovered the kraken hates unbalanced balloon lifted craft, spinning it until my probe core sped off at Sol escape velocity. Try Five. Bigger balloon, used RoverDude's control pod. was great but in dropping from the balloon frame I clipped a tank and blew up. Try Six. made it to orbit. Barely 165x147km Orbit and forgot a docking port. Using a Timberwind 45 design basis Nuclear rocket for everything except initial separation and orientation. Tumbled a lot, need cleaner separation and deploy-able control surfaces. Spinning and very slow ascent to be safe enough. Agonizing pain of slowly changing inflation of the balloon as the velocity dropped below 10m/s. Going above 30 resulted in explosive spin (actually five iterations of this design blew up on ascent) because I got impatient and inflated too fast. Try Seven. Changed balloon “Cirrus” real lift variant, started including life support (TACL) and more support in general. (return vehicle prepositioned in 350x350km EQ orbit). Lift vehicles started passing 500k for the missions, plus one 180k refueling mission in my planetary band parking orbit. Determined need for 140+ days on orbit life support and ~100days transit (3500m/s dV transit + 3000dv to bring it into parking orbit for re-use). So generally needing 13k dV for fast missions. Total life support of near a year. Loaded Solyent Green/Red life support mod for TACL. Tested 5 iterations most problems were hard to control on drop, re-entry. Had one burn up too bad for use, two had hard landings as they came in at an angle and fell over. Try eight. After a successful orbit and rendezvous and realizing my rcs balance and SAS sucked on the final manned return pod, removed all but 5days LS from pod. Pod is located inside a set of cargo-bay modules, Three cooling stages are included, larger amount of RCS. Has about 1200dV to spare for any orbital maneuvers. First unmanned test, drop from balloon at 0.35atm, drop first stage tanks, drop second stage tanks, drop third on way to circ burn, mechjeb ascent.... takes me in 180deg counter orbit. 14kdv to get plane change. /sigh Second test I get to balloon separation and drop, launch and start up, run into balloon and explode. Load and try again, manually pilot, then beginning the ascent guidance to nice clean 350k orbit. Try Nine. new design includes sepatron to get balloon spun away from vertical. Full flight plan unmanned test including return using a large nuke powered 5m transit bus. Optimized the balloon to get a stable point of 100m on earth, gave me >1atm on venus lift final so ascent using my normal motors is possible, Used timberwind 45 again as ascent motor and staged the tanks on layered side pods. Transit bus includes LS reprocessing, cargo bay with supplies and excess life support equipment space for 3 crew (Intended for one man missions) that includes an earth orbit return pod. Is 10tons of Fairing excessive? 750k funds to orbit, a refueling and off it went. Mission went great, max inflated to balloon from ground level, it goes supersonic immediately and starts climbing fast (150m/s peak), drop the science and landing gear stage just as take off happens. Nice stable verticle ascent with a little wobble. Fins might help be they are hard to include. Ballon shot clear and spun off to the side, ascent arced nicely past it and almost all my spare dV went unused. Docking went a little rough, not sure if its the Covered Jr. docking ports I used. So now I have an extra emergency return vehicle in orbit. 5million Funds well spent. Time for Real Manned Mission(tm). Manned (Womaned) Mission! Valentina did the first mission solo 144days of waiting, 96d+102d transit, 5 seconds of EVA (hot hot hot), and many minutes of up and down above venus. Now for 7 more times, all in transit, Valentina sits in the abort return vessel. A spare lander is coming along also. Rescue mission at worst case or if I miss a biome target. Best case 1.2m worth of orbiting space junk. Thought about exploring using a rover or folding aircraft, but its way to slow unless I’m right on a boundary even then its a serious mission to get one and also have the balloon launched rocket in the same place. I kinda doubt i could even get close enough for a rescue mission to actually work. Should have positioned a grapple rover to avoid to EVA problems (fire clad space suits). Now on to more missions, to places like the canyons (looked kinda dunish to me) as harley kerman plants his flag...too hot, oh well maybe just the EVA report. I wonder why he had that red bar over him during his EVA. I think I heard him swear at the ground control. Glad I installed chatterer also glad I didn't waste weight on the ladders. Kerbals must be highly compressible mushrooms! Manned mission ascents on venus involved, SAS set to radial out, gridfins retracted, set balloon inflation to 100%, drop landing stage and speed off into the sky. Final peak ascent speed 192.5m/s at 12-15km. Crossed 50km at 150m/s and dropping rapidly. oscillated at 0.80-0.63atm ~55-56km. Set mechjeb for ascent 350km -180deg Inclination (because 0=180deg on Venus for no apparent reason), Ascent path numbers [60km, 100m/s, 250km, 1deg, 35%] Let go of balloon, fire engines, active autopilot. Orbit 350x349km with 1600-1800m/s maneuver fuel, meet up with transit bus at 300km orbit. Off equator I had the bus maneuver a bit for plane changes. In those cases I had left it in a higher 500km orbit and it performed most of the plane maneuvers. Venus Rotates so slow that I didn't ever spend more than 500m/s to get co-planar even considering the lack of control over launch window. Only needed 100-300m/s to compensate for any bad timing in the Hohmann transfers. That said I’m pretty sloppy with rendezvous maneuvers. Really want RP-0 1.2.2 now, need to try this again. (Am i a masochist?)
  10. Warning: This is a Development Version that requires mods without official stable releases for Kerbal Space Program 1.2.2, like Kerbal Construction Time. Sufficiently Realistic Progression Zero General Development Feedback and Discussion License: CC-BY-NC-SA DOWNLOAD (Source included): 0.2.8 : https://drive.google.com/open?id=0B45cFsYMm_H-OGZGMzlNazJYcXM 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. Oxidizer is treated as an abstraction of Liquid Oxygen, and likewise, it is mildly cryogenic. Should only matter for weeks long missions. (uses SSTU boiloff) Liquid Methane rocket engines. For now only the Raptor: while there is a setup for BE-4 a lookalike part in a mod compatible with 1.2.x is needed. Stats are WIP and may change once more data becomes available. Both ProceduralParts and SSTU tanks are patched to support Liquid Methane loadouts. 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. Again, this is experimental and right now requires some mods without stable 1.2.x versions. Known Issues: Part Upgrades do not work correctly with SSTU engines.This is a limitation that will probably be fixed in a future version of SSTU. GNU/LINUX NOTE: To run the scripts that modify third party mods for compatibility, use "source ./scriptname.sh" or ". ./scriptname.sh". Required Mods: Remember to search for their last 1.2.2 version if necessary. Not all links were updated towards them. 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. Part Upgrades Note: Once you have researched a part upgrade, you cannot revert to older specs. Sometimes it's better to not upgrade, specially because some upgrades mostly changed reliability in real world and TestFlight isn't compatible with the latest version of KSP to simulate such detail. Maybe never, because having too many failures the player isn't directly responsible for would oppose the goal of avoiding grind. These are basically RealFuels engine configs from RealismOverhaul translated into Part Upgrades which override each other. 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. Recommended Complementary Contract Packs: Bases and Stations CleverSat if you want one more reason to launch satellites besides SCANSat and RemoteTech. 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. Dynamic Deflection Editor Extensions Redux Extraplanetary Launchpads - Custom contracts available for it. FASA - If you want more realistic looking textures. Has a few parts without direct equivalents in BDB or SSTU. RaiderNick's Soviet Spacecraft - for the Vostok and Voskhod. Flight Manager for Reusable Stages(FMRS) Kerbal Alarm Clock KerbalAtomics Kerbal Attachment System Kerbal Engineer Kerbal Inventory System 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 North American Rockwell Mars Excursion Module - Besides the obvious, adds Nomex to RealChute as a bonus. Precise Node Procedural Fairings 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. ScrapYard - great complement to Kerbal Construction Time. Sigma Binary - simulating the real way Pluto and Charon orbit each other. Run fix_bdb_sigma.bat or .sh if you also have Bluedog Design Bureau. Ship Manifest - besides its many conveniences, it is required for the unmanned soil sample recovery missions. Soviet Engine Pack 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. TweakScale 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 Recommended Mods: AirPark Continued, for HAVOC CactEye Telescopes Civilian Population Revamp DeepFreeze Continued EVA Parachutes and Ejection Seats KerbalFoundries, for the adjustable landing gears, wheels and tracks. HooliganLabs Airships, for HAVOC Infernal Robotics (Experimental - go here for parts) NearFuture Technologies Persistent Thrust Real Plume RSS Date Time (should work in 1.2, if not it will have to be recompiled) RSSVE, if the performance drop from running it and the GFX mods it requires is acceptable. SCANsat SpaceY and SpaceY Expanded. Transfer Window Planner USI Karbonite+ 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: 0.1.1 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. 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. 0.1.25 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. 0.2 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). 0.2.1 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. 0.2.2 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 0.2.3 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. 0.2.4 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. 0.2.5 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. 0.2.6 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. 0.2.7 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 0.2.8 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.
  11. 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.
  12. Saturn system grand tour!

    Hey guys, check out my new video i made this night!
  13. I installed RSSVE using ckan, and when i load the space center the sky is always black(day and night)
  14. 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.
  15. 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.
  16. 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
  17. 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!
  18. 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?
  19. Can't stop watching this video

    This is just more than impressive! What do you think about it?
  20. 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?
  21. 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.
  22. 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
  23. [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
  24. Right after Christmas 2016, I made one Steam backup and one Windows 10 backup (that one by just copying the KSP folder and moving it into another folder on my desktop), then used the built-in Steam functionality to downgrade my game to 1.1.3 in order to install Real Solar System, Realism Overhaul, Realistic Progression Zero and all of the recommended mods using CKAN. What do I do now that KSP RSS RO RP-0 can be played on 1.1.3? How do I update the game? (I'm new here, so I'm being conservative on the formatting before I can develop a pattern.)
  25. Skylon in RSS + RO with B9 Parts

    Hi guys! hope everyone's doing great! I was wondering if someone ever managed to build a Skylon or similar SSTO spaceplane with the B9 motors and configs provided in RO. I only managed to get to 4.5km/s, almost half way to orbit - I can't seem to get the fuel fractions right and also don't think my ascent profile is quite right, I only manage to get to the engine's airbreathing temp limit at about 25km up in the atmosphere, which I think is a little low. I was just wondering if it's even possible EDIT: I know SSTO spaceplanes are pointless and impossible to build with current tech... but hey it's for fun that I'm trying!