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prc

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    Bottle Rocketeer
  1. I agree with the OP. You should cram the launcher to a black hole .. (I did have something else in mind...).
  2. I just confirmed that sending data seems to accelerate on my setup when I keep the accelereation reasonable 10-100x... did not test futher ones.. Launched just some on orbit to see. I think there was some info about this on this thread in pages 160-180 or so. I remember installing some community hotfix for RT2 .. looks like I did not document it on my install notes tho
  3. Sounds reasonable, as far as I understand the bandwidth IRL is pretty slow when communication over long ranges. ... but One way to fool the system is to launch one satellite just for the coms. This is how I did with Mars. 1 Coms satellite orbitting mars. For local communication DTS (45degree angle thingy) or communotron 32. 1-2 Disks (I prefer 2 for balancing issues) for contacting Earth. Satellite for experimets. 1 communotron 32 (or DTS), 1-2 discs for long range communication. After both are on stable orbit around Mars (or which ever place). 1) guick save 2) activate com 32 or DTS on communications satellite (target the experiment satellite) 3) from experiment probe, turn on short range coms, target coms satellite, shutdown long range coms. 4) Do experiments and send --> Data is actually sent via the coms satellite, because communotron 32 / dts is quite fast at uploading, it goes faster. You could think it as if the coms satellite is working as proxy server, and uploads the data later on... but really I think RT2/RPL just uses the speed of your active antenna that has connection to Earth.. but if you proxy it via 'fast antenna' it uses that speed, note you really need to close the longrange disks from the experiment probe or those will be used.. so it prefers to use route without any extra hops.
  4. @MediavalNerd Is this some bug, or is it my installation? Basically all engines having fuel options for only one fuel or fuel balance of 100:0% have seriously bad dV when using that fuel. 7,6t test craft (mk1 pod + stretchy tanks service module) EDIT: Engines at level 4 LV-N Atomic Rocket Motor Propellants LiquidH2 271,5/sec NuclearFuel 0.0/sec Alternative propellants Ammonia / Methane 100% LiquidH2 (hydrogen) - 350m/s 100% LqdAmmonia - 1387m/s 100% LqdMethane - 1272m/s Compared to Optio(30kn) 18% Kerosine / 82% HTP 5150m/s vac-dV 0 % Amines / 100% NitrousOxide (actually engine specs say it wants amines ?!?) 2200m/s vac-dV Even if I add second tank and force both fuels, I get no more dV.. actually less due to higher mass.
  5. Yeah. Found the issue actually in career mode as Jebb kinda died @orbit, then tried it again in sandbox mode. Thanx for reply. Had to ask as I had it working with MS19c version. Thus I have broken something while installing. Someone had similar issue with TAC at its own forum threads, but reinstalling TAC as instructed did not fix the issue. Will try to figure out it later.
  6. Is it just me with my installation of MS19e or does anyone else kerbnauts appear to die asap exiting a command pod? Pilot cannot be controlled. Once on 2 manned pod managed to dislodge EVA pilot from the capsule by trying to exit another one or something. After manually switching to either of the guys, they have oxygen depleted. Tested in sandbox mode. For some time it says in the pilot complex that the pilot is EVA, but soon it turns MIA.. no idea how much gametime, but just a few changes between space complex and ship. Using TAC lifesupport mod. Any ideas how to fix ?
  7. I have 1035 patches. And that is after removing most of the fuel tanks from KWrocketry, NovaPunch2 and FASA. You definetly have missed some installation steps. It was over 1060 before removing anything. At least RPL, RealismOverhaul, RealSolarSystem and RealFuels have some extra instructions after the download link you need to follow.
  8. As a workaround (if you dont modify the config file). You could try this kind of design. Note it is quite innefficient due to much higher drag, so might be that on low tech level engines you just cant get enough dV for it to work. Generally it is bad design. The original rocket did not have those small (0.625m) orange tanks and engines (and as mechjeb shows, I did not even throw in fuel). I just loaded some rocket and threw that crap on it for 'demo purposes'. Due to those struts, it should limit wobbling of the upper part significantly. So you might try that. Remember its bad design, and I am just trying to learn to build rockets with RO5 RPL19e etc.. Note: There are actually 2 struts in upper part of the tanks (above the decouplers) and 1 set of struts on the lower part to 'tie it' on the main rocket. http://paste.nerv.fi/62767512-asdf.png Do not consider it as example of good rocket
  9. As you might notice from my post (after mods re-aprove it due to edit) you might notice that I cant validate if your mods are working correctly. Anyhow I have working RO3 and RO4 setups... and you need something like total of 8-10k m/s delta-V (vacuum) @ mechjeb to reach stable orbit. About 15-16k for passing moon at low orbit and return, something like 20-24k to actually land & return. (depending very much about your landing skills and how efficiently get to kerbin orbit, land to moon and can get back to moon orbit). In your pick you are @ 8km and have about 3k left, so basically you just need more fuel. (And probably thrust after that). I might be off the charts too because reaching distant places is really hard for me, but I would say that try to have your stage start TWR @ 1.3 at minimum. And below 20-25km alt I would say have at least 1,5twr on the start of stage, because the air resistance is completely different with RO setup than in stock KSP. Keep in mind that with planned missions you cant go over 6-7 TWR at end of stage. (I think its something like 9 for dying, but my rockets like to wobble a bit so I cant go for the maximum). Oh and remember you need to burn your engines quite long time to actually reach orbit as the planet is not pea-size anymore. Anyhow those figures aren't accurate, so they just give a 'hint'. I actually found some notes from my RO3 notes from my first successful manned moon mission (landing + return). - total dv 22k @ editor - 11,5k dv left @ kerbin orbit before transfer burn - 4k dv left for lift & return from moon. Note these are from RO3 .. I did not have much time to play during RO4... so those figures might not work now.. and there also might be errors. =)
  10. First of all, nice work m8. If you are going to create a video, would it be too much of extra effort to make a txt file with instructions and release that too. I find it easier than following video. I mean like kind of step to step stuff. eg. 1) Extract foobar.zip, over write stuff @ KSP/gamedata/barfoo_dependent_mod1/ 2) Copy diipadaapa.cfg and overwrite KSP/gamedata/dependent_Mod2/folderX/diipadaapa.cfg and so on. I would like to have that kind of instructions too ... I usually get bored when looking someone browsing folders and editing files. Tho that might also relate to the fact that in many videos ppl spend 6 minutes looking for line number X in file Y that is located somewhere they don't remember and those 'where is that thingy' parts have not been cut away. Just a suggestion, thanks. --- edit --- As I guessed. Several installation attempts and still problems. Basically my problem is that many of the dependencies or configuration hacks for RPL,RO,RSS have some zip file in a forum post, it contains a dll or cfg but no info where to put it.. my game is b0rked. Could someone who managed to get it working, give me a directory listing from Gamedata. I dont have enought experience with this mod setup to be able to debug what is the problem. so if someone could run following command under gameData folder and put the .txt file to somehwere. eg. http://paste.nerv.fi (button 'lähetä' == send/submit) @win: dir /s /b /AD @linux: find . -type d Thnx.
  11. Ah thanks for the info, and nothing to be sorry about. My bad. I think I have made mistake when reading those packages as the names are quite similar and I have minor reading disorder, so its easy to make mistakes like that. I will sort it out next time I am going to play KSP. Thanks for the instructions. I kinda was wondering why my engines look bigger than small probes I would want to lift -- edit 13:12 EET -- Thanks Nathan!!! Works great now. Required fuel amounts and given thrust makes sense now, engines can be fitted to available tanks etc.. (and I dont need 100m long fuel tank to reach 200km orbit ) U don't even want to see what I had to build when testing ro3 @ v0.23 KSP to get a small drone to mars (duna). Its like easy-mode now
  12. Hello Nathan, Thanks for several really nice mod packs. I did not bother to ask this when I installed RO3-RSS and related stuff to v0.23, but now that I have completed my 3rd installation round with RO4 etc to v0.235... hacked RT2 etc to work somewhat I decided to ask as I start to feel like an idiot trying to re-install and re-install =). Maybe this picture explains my confusion better than 3948759 lines of text. I suspect I have some configuration error.. ie missed some config file. http://paste.nerv.fi/34272706-config-problem.png Installed engine packs: KW, AIES, Nova and real engines. Somehow I have this strange feeling that when 4th tier from RP-lite is open I should be able to use at least some of the 4th tier engines. But it seems bit hard to fit them when with curren max 2.5 diam tanks. =) Can you quickly comment have I missed some configuraiton file update, or is this normal. =) I have tried to go step by step with your instructions and other modders instructions, but to be honest its is quite confusing to try to follow them. (Yeah I know its lisencing thingy with mods.. no complaints there). But I kinda guess you know the possible problems right away. =D Yeah and thanks very great mod packs.. IMO some of those should be integrated to KSP. --- edit --- Engines in picture should be: top-left-up: HM-7B 1 tier too high bot-left : RD-253 top-middle: H-1 bot-middle: RS-25D : info says tech lev 4-4 bot-right: yet another HM-7B
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