Kitspace
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Thank you! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Do you intend to make them bigger or smaller? In my opinion in stock version they are quite too big especially the passive receiver one. Imagine a navigation satellite receiver on top of your car that would be half the size of the car... In some cases when there are lots of stuff on the capsule or the probe there is no place to fit a thing this big... Anyway will the mapping work with the present state of things? What about the field of view of the sensors? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
What will happen should I install SCANSat with the current version of the whole Realism Overhaul package? It says that support is coming soon in the first post. What does it mean in this case? I always thought that it is a feature of the Real Solar System not Realism Overhaul to provide support for kethane and mapping tools. Is not that true here? Thank you! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Any ideas when the new version is going to come? In the new Real Engine configs version what is the difference between the igniters that do require electricity and those that do not require anything but fuel and just have a limited number of restarts? Does it simulate any real life thing? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Sorry, I did not quite get it out of the reply regarding those reaction control system pods, what exactly are those pods? Do you mean separate parts of some sort like inline thrusters? That would be really great. Or do we have the thrusters finally built into the capsules? That was one of my dreams for a long time... -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
In the changelog for the latest build there is a line saying something like reaction control system pods updates. What exactly does it mean? -
Hello! I suppose I have recently found a bug or a spoiled piece of code of some sort. For now I have only observed this issue in the tutorials. After some random time into the session the game gets extremely laggy for no obvious reason and the only way to deal with it is to turn the camera something like completely the other way round no matter what was in sight when the lag started. There was absolutely no such thing in the previous version. However that was observed in the tutorials that were not present at all in the previous version. Hope that helps solve it. Thank you!
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
Why do you try to scale absolutely everything? I understand the reason to scale engines and tanks for example but kerbals themselves are small they do not need command pods of human size. In this case I would try to scale the historic parts to their real life size first not generic and stock ones... What part packs are fully and completely supported at the moment? Also regarding the escape systems. Command pods are usually designed to turn blunt end first. How are we actually supposed to hold them nose first when firing the escape tower system? In stock we have reaction wheels and what do we have for that purpose in real life? What is the real life difference between the electric engine igniters which obviously require electricity to work and those ones that only require fuel? I do not mean those self igniting hypergolic fuel mixtures but only the classic cryogenic fuels here. As you know such difference exists in the configs. Thank you! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
What parts are actually supposed to be rescaled with the latest version of the mod? It is a big problem for me that some parts are rescaled and some are not and they just do not fit each other. Especially the command pods where none but the stock ones are rescaled in any way. What does it mean if a part pack is supported? Most of those parts do do not have heat shields where they are supposed to be they do not have their reaction wheels removed and such other things. And I am still looking around for a way to get rid of the quite annoying noticeable difference between the size of the rescaled capsules and their stock size interiors. Thank you! -
Sorry what was that Soyuz Apollo incident mentioned above here? Never heard of major problems with that mission and never heard of any problems regarding fuel. Can anybody please tell me what the matter was just for me to google it maybe? What is wrong with those screenshots where an engine has options for the fuel but nothing regarding oxidizer? Who knows what was the specific impulse of the attitude thrusters on the Apollo command module? As far as I can believe the web including Wikipedia they did not carry that much fuel but even that was sufficient for several minutes of intense control inputs. Also what makes me think that those engines were bipropellant? Regarding the game I am still looking for a way to simulate this on the command pods. Is it possible to add the configs for working thrusters just directly to the command pod not a separate part that would fit on via the module manager for example? Quite impossible to get the same effect by fitting bulky thrusters on the outer surface of the capsule.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
So there are points in the ascent paths in real life where if anything bad and unexpected happens the crew dies and nothing can be done about it to save the crew?- 5,919 replies
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Protons do not use hydrogen Now serious. Stock resources like liquid fuel oxidizer and monopropellant are still present in the game including the Real Fuels interface. What are they used for now? Are their properties tweaked to stand for some real life resources? Why do the real hypergolic monopropellants seem to be consumed faster than the stock one? Where do I get some good configs for bipropellant reaction control thrusters if such exist?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
I personally do not use stock aerodynamics at all. As far as I know in real life escape towers are often the first or the second thing to separate from the launch vehicle as they are not used above fifteen to twenty kilometres so on some launch vehicles they are to blast off even before the first stage burnout. Even after that you can just separate the pod and parachute back down to safety. I am talking about those aborts late into the flight something like higher than eighty kilometres and faster that maybe a thousand metres per second. In real life everything happened suddenly at an absolutely unexpected point and no official abort command was ever given the engine just did not start when it should have and guys got back home alive even regarding that it was not the most pleasant experience. I am quite sure that with most Kerbal ascent paths something like this would result in a crash.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
And what about manned launch aborts late into the flight? Of course I have heard of that weird Soyuz ignition failure story where guys had to experience more than twenty gees and everybody was looking for them dead on the ground until it was found out that they were extremely lucky... What does the launch ascent path look like so it allows us to abort at any time by just cutting the engines and take the crew back down safely? I am sure that in the game on most launches most of the time in case of a late flight abort the entry angle will be much greater than survivable even for kerbals... No good...- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
Mass? That is becoming quite confusing. Does the capsule need to be lighter or heavier for the deceleration to be more slow and gentle?- 5,919 replies
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Hello! I was looking for a way to make Prilla escape system work in the current versions of the game and finally found this thread which was described so that it can help me with some updated configs. Here is that link that I have found: http://forum.kerbalspaceprogram.com/showthread.php/30589-LES_avionics But whenever I click it I get a message that tells me that I do not have enough rights to see the thing! That certainly was an extremely effective way of making me curious about the cause of the problem What can the problem be? If this is such a way of telling me that the thread does not exist anymore... Where can I get those files? Or at least the idea of what do I need to do to make them myself? Thank you!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
How do I know my current entry path angle? What is the maximum angle for slow suborbital paths? What were the entry angles for both types of Mercury missions?- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
I have tried both versions. The effect is generally the same. Maybe slightly better with big ones. The big problem is that the average resistance through the path is not low it is quite high! Those things just do not heat up to the all possible extent and I usually keep more than half of my ablative with me. They are braking way too hard and keep killing kerbals!- 5,919 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Kitspace replied to RedAV8R's topic in KSP1 Mod Releases
So, now all other parts are rescaled to the new size system and will fit each other nicely and I do not have to comment anything in the configs anymore, correct? And what about the capsule interiors? Are they rescaled to this size too? That is quite annoying to look out of the window and see the parts of the exterior out there not aligned with the interior. I have heard of idea of making kerbals themselves human sized. Maybe it was somwhere in the old thread recently. How could this possibly be done? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
My capsules just keep burning up. Neither of the visible heat shield parametres have changed. What did happen? Does this file add lift to the shielded capsules? I have only noticed this effect with the big rescaled heat shields from the Realism Overhaul package but not with this fix file. To Kalor. I had the very same problem of unexplainable huge thrust and accelerations with both Real Fuels and Kerbal Isp Difficulty Scaler. They both add variation of thrust with Isp which is not modeled by default in the game. So they seem to do the very same thing twice and screw up some of the multipliers or so.- 5,919 replies
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
I do not want to remove the mods completely. I just want parts in the editor be their native size so they fit nice to all other parts and their interiors look native. Things like engines may be the real size but Kerbals are still always Kerbal in size so sitting them in human size crew capsules does not look nice to me. That is my personal opinion but all these mods are to give us the flavor of more complex rocket science and make things more challenging... We are still running the Kerbal space program... To replicate all sorts historical and modern real missions and crafts there are things like Orbiter... Again that is only my personal opinion. Can I just erase the lines that rescale of the stock parts and their attachment nodes in the Realism Overhaul config files? I suppose the module manager just will not touch anything then? The mod removes all the reaction wheels from the pods. Is there a way of getting to the realistic style of operation of the reaction control system? Like a short powerful punch to start the rotation and then another one to stop it and turning one axis at a time? Every single thing that tries to control my attitude that I have seen in the game is making long and gentle inputs like those required for the reaction wheels and that as you may guess wastes lots and lots of fuel... Also are there any mod parts like inline stackable blocks of thrusters or something like that? The big hungry external thrusters are good for big things like service modules they look just ridiculous on a quite small crew capsule with a complex shape. Often there is just no place to put enough of them for fast reliable control in all three directions. Or they eat so much that the fuel tank is bigger than the pod itself. And they get ripped of quite often during atmospheric entry. Squad crew pods have their thruster nozzles visible on the texture. Are there any config files or something of that sort to turn them into actual working thrusters? I would take time write them myself if I knew how... What is wrong with the flotation of the parts? When a part or a craft of a few parts hit water without Realism Overhaul they just float in the water much like expected. When they hit water with the mod installed they start jumping and flipping over and it seems that it will continue for a few days with physics warp applied. Thank you! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Kitspace replied to NathanKell's topic in KSP1 Mod Releases
How do I revert the scale of the stock parts and the stack size system? Kerbals are much smaller than humans even with the real size planet and the command pods of human size seem too big and unrealistic. Also most other parts do not work well with this size system and on some parts the difference between the visual and physical model becomes so great that I can not see something small that I have radially attached to the surface. And another question. I have always thought of ways of removing that magic torque force from the parts but I have never thought of how am I supposed to control the command pod and keep it going nose first when making an escape tower abort for example? -
How can I survive the reentry from a suborbital path without diving deep into the atmosphere too fast?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
I have that heat shield fix file installed! What is it supposed to do? It either does not work for me or it does not change anything at all with my heat shields!- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Kitspace replied to Starwaster's topic in KSP1 Mod Releases
How do I get the Real Solar System capable heat shields? And what gives me that crazy deceleration with a shallow trajectory?- 5,919 replies
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