Jump to content

Benoit Hage

Members
  • Posts

    242
  • Joined

  • Last visited

Everything posted by Benoit Hage

  1. the Space Race by the BBC is quite nice. It's a movie/documentary of four episodes of 50 min. Pure rocketry! and also lecture from the JPL and the Foothill College. Link to thread
  2. I don't know about the binary gas giant, but I think their moons (if possible) would act like the moons of Pluto. Charon and Pluto act as binaries. They form a center of gravity outside their core. Pics
  3. I'm sure a lot of you already know those, but for those who dont: von Karman lecture series. Sillicon valley astronomy lecture. I'm clearly fond of science documentaries, but after some time, it's always the same and gets rather boring. It just doesn't go deep enough into their subject and instead makes it "sensational and Hollywood alike" which is just annoying. Those lectures series open a new dimension for the science amateurs like myself. It's possible to learn a lot in it and it's made by the very scientists/researchers who work on the matter. Often audience questions are answered by the end of the lecture, which is also cool. If any of you know other series like those, please post them here. I'm eager for more!
  4. Parts in the game aren't really the equivalent of the real counter-parts. They are scaled down to 64% I think. And the celestial bodies are much smaller than that. So some sort of balance need to be found by Squad. My only request for tanks would be a longer tank in every sets of part. Like a 720 for 1,25...
  5. a minimal version for the RaspberryPi version would also be nice!
  6. For me, without any doubt, it would be kOS. Not only does it allow you to display every information you would need, you can also program your own auto pilot. it also add a great education aspect to the game, which is clearly what Squad seem to like. It's almost as if they wanted us to do the math on our own. So let's program it ourselves! By this we learn math, physics and programming. Moreover, the language used by kOS is a very easy one. I know it, I made my first steps into programming with it. I really advice it as it is a really fun mod and should be stock!
  7. I agree with the OP. However, we can't let the rotation happen without few tweaks. It has to be non-physic. Otherwise, imagine a ship rotating a revolution a minute for a journey of 3 month, that would make 130k revolutions to show in a time lap of few seconds. Surely a mod like persistent rotation should be stock. Concerning the SAS consuming batteries, it seems strange. Are you sure your ship's solar panel wasn't simply facing the sun with some other device draining batteries, like a light?
  8. [QUOTE] Benoit: Try ROMini, or try SMURFF, or try SimpleRO. Any of those would be what you want, I think, though SimpleRO may be too heavyweight for your needs. [/QUOTE] [QUOTE] (I can give you my list of mods if you wish) [/QUOTE] Thank you Nathan and Gaarst. SMURFF is exacly what I was looking for.
  9. Hello Nathan! I was wondering what you would think about making some sort of a light Realism Overhaul suite for RSS. I really like to play with a real sized solar system but I dont want to have my part list doubled, nor do I like to have a part for every use. I think it somehow kills the "Lego" side of the stock game. In my opinion, having a little part list encourage ingenuity in the construction and better designs planning. Now I know that this is Realism Overhaul and not "bigger Kerbol system", but I'm still curious what you would think about it. Cheers! Ben
  10. Hello TheBlackDwarf. Your mod seems very cool. I was just wondering, is this the solar system at its real scale, or is it scaled down to KSP size? Or, how much dV would you need to reach a lower earth orbit? Thanks.
  11. Greetings! Little bug report: The Remote Tech 2 GigaDish2 called in R.O. Reflectron GX-256 is not working properly. The animation is not occuring. Neither in the VAB, nor at the launchpad. Using Action groups is not helping neither. All other antenna's are fine but this one. Current version of Remote Tech: 1.4.0. Anybody else is experiencing this? I thought that putting True in allowManualControl = False in the R.O. folder config file at the antenna section would help... it does not.
  12. Hello. After some rockets construction, I found myself in a situation where I need bigger fuel stage separation motors. Indeed, the stock one is now unusable for the lower stage unless you add a myriad of them which is unesthetic. Even the most powerful one I have, the KW one, is reaching its limit quite fast. My purpose is to be able to separate huge SRB's verticaly as efficiently as if they were horizontal compared to the ground and not using twenty. Only then, will I accept that separation system as approved . So, I wanted to create some rescaled copies of the already existent ones. But I'm now facing a game balance problem: Let's take the KW ullage motor mentionned above. It has a thrust of 75 with 30 of solid fuel in it for a total mass of 0.25. Now let's imagine that I want to have a total thrust of 750 with the same burn time, does it mean that I multiply the amount of fuel and mass by 10 as well? And if yes, is the rescale factor ( scale = X in the config file ) also multiplies by 10? Because, if I take a cylinder of... 2 in height and 3 in radius, that gives me a total volume of around 37.68. If I double those values, I have a total volume of 301.44... so I'm not sure about which value should be put for the rescale factor to be correct and subsequently the new mass and quantity of solid fuel in it. Do I have to get as closely as possible to 300 ( 75 of thrust -> I want 750 ... so 30 of solid fuel -> I need 300? ) of solid fuel ( as in the volume ) with the cylinder formula and after, I will be able to determine the rest of the values? I therefor humbly ask for help because just changing the thrust value in the config file would be cheating!
  13. Greetings. I'm wondering something about two things in real life. Firstly, can the fuel be unstable inside a tank when the tank is full? Secondly, is it real to have a rocket spining with an engine on? Wouln't it generate variation of pressure inside the chamber and therefor to a combustion instability?
  14. Hello Nathan. Here it is. Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels commented, KSC at Cape - KSC is underground, no rectangle texture floats above KSC Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels commented, KSC at RU - Plestbeck - KSC is underground, no rectangle texture floats above KSC Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels uncommented, KSC at Cape - KSC is underground, no rectangle texture floats above KSC Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels uncommented, KSC at RU - Plestbeck - KSC is underground, no rectangle texture floats above KSC Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels uncommented, KSC at stock location - KSC is underground, rectangle texture is floating above KSC Fresh install with only RSS 6.1, no textures for earth and the moon, maxLevels uncommented, KSC at RU - Plestbeck - KSC is underground, no rectangle texture floats above KSC Few other precisions that could maybe help you narrow the origin of the bug (bugs?): -To remove the "Earth and Moon" texture from RSS 6.1, I removed all the lines in the config file that were calling a textures in RealSolarSystem/Plugins/PluginData -To change my KSC back to the stock location, I changed the latitude and longitude ( to -0.0969 and -74.3500 ) in PQSCity and in PQSMod_MapDecalTangent. So, the texture is only floating above my KSC when I go to the old stock"ish" location of KSC. For all other cases, the texture isn't floating. When I modified a location in LauchSites.cfg to match the stock"ish" location, the texture isn't floating, yet the KSC is still underground. I therefor assume, the floating texture and the KSC underground is two different bugs. I think it sums up all you asked, dont hesitate to ask for more if needed. Thanks a lot for your time. Cheers. Ben.
  15. It does not fix the terrain bug. Actually it does not change anything...
  16. Hello Nathan. I hope you recovered and feel better. You were absolutely correct on this one. Removing the mod folder from my gamedate solved the "speed problem at launch pad" bug. I'm running the latest one, version 7.3. Indeed that was what I meant. Sorry for that, it wasn't clear. This is my current graphical settings. I changed almost all parameters to see if something was conflicting with the "terrain bug", but no changes had any effects on the bug. I did, and still no success. I also change the value to see if something would happen, and the only effect I noticed was an other rectangle texture above KSC, right next to the other. Because the previous version of RSS didnt cause me this "terrain bug" I also checked the last version of RSS (6.0) config file, to see if something else differed from the new version, but beside the maxLevels line that wasn't uncommented in the previous version, I haven't found anything. The KSC is still underground at the sea level and the texture above is a "solid object", meaning that I can crash ship into it from bellow. About this rectangle texture floating above KSC, I noticed that this texture is at the right height, matching what is supposed to be the exact altitude of the terrain. Any other ideas or advice? I hope I'm not giving you your sickness back Cheers. Ben.
  17. Hello Nathan. I'm writing about those new bugs that two or three of us have experienced lately as i'm one of them. - First one: Terrain Bug. ( screen 1 and screen 2 ) I'm not sure as to why... The previous version of RSS didnt do that to my game. At first, it seems like the lack of memory bug I experienced before. But after having moved my KSC around, the new "terrain bug" seems to be a bit different: Somehow a rectangle terrain texture is now above the KSC. My screenshots will be clearer than my english I think. I must add that this bug appeared when I installed the v6.1 of RSS. Unfortunately, changing the terrain texture details didn't change anything. And adding the command repositionToSphereSurfaceAddHeight = true to the config file did not change anything to the bug neither - Second one: Speed problem at launch pad. ( screen 3 and screen 4 ) It seems that there is an inversion between the surface speed and the orbital speed. If I'm correct, the surface speed at launch should be 0 m/s or it is now around 460 m/s while the orbital speed shows 0. That bug appeared when I installed the latest version of RO. Please find my output_log.txt here and my mod list here. I hope this post will help you narrow our problems. I also must add that I re-install all my game and mods after encountered those problem. Lastly, but I dont think there is a incidence with this, I use RSS but with the stock Kerbin textures. Thanks in advance for your time, and please let me know if there is anything else you need from me. Cheers, Ben.
  18. I'm not sure about what I'll say, but I had those crash and those "Earth not loading" due to lack of memory issues. After deleting few unused parts, reducing some textures, I managed to get the whole RSS + RO working nicely. If you wish, I can give you my whole recipee. My KSP is running on a old 32 bits laptot, so if I can help, please say so.
  19. Good morning Nathan and Jack Bauer. I was wondering somthing about SFJackBauer's RealEngines. Is it normal that the rescale config file put the node of KW's engine inside the engine and not at the top? At first, I say to myself that my install went wrong in some way so I re-installed everything two times, but It seems not. So I removed all node correction in the rescale config file and now KW's engine are fitting fine. I did not use any other engine config than Jack Bauer's. Also, could the google doc summarizing the ISP, thrust etc... be outdated? I haven't check it all, but for some engine, I have noticed that the fuel mixture ratio is different from what I can read inside the game menu. Finally, is there a coming update for the new engines squad recently included? Those new engine only use the stock fuel and it would be great to have more 1.25m engine. Please consider this post not as a beggar's post as I'm just exploring the new astronomical possibilities of making my fireworks fly. And it's just great!
  20. Hey Dtobi and Firov. I recently switched to Real Solar System and I was wondering if it would be possible to extend the capacity of the altimeter? 100 Km is now just above the half of the atmosphere. 200 Km would be very nice. What do you guys think about that?
  21. I re-install both mods and get rid of that old saves and it's working nicely. Yay!
  22. Thanks for the quick reply! Well, it seems that I must have done something wrong... Screenshot Output_log.txt I'll try to re-install everything.
  23. Hello. When I strectch a tank with this mod, it seems that the RCS Build Aid mod doesnt recognize the difference between the dry and the wet mass of the new formed part. Would it be possible to make RCS Build Aid able to make the difference like with a stock tank?
  24. Hey M4V. I noticed that with Procedural Parts, RCS Build aid doesnt recognize the difference between wet and dry mass of the new formed tanks. Could this come from this mod?
×
×
  • Create New...