Kitspace
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So, is there a working way to make water blue?
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Is there a way to make water surface to look blue instead of being transparent? It looks quite weird and is practically invisible from small altitudes which is kind of a dangerous thing when flying.
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Sorry, what is AJE? If I for some reason have more than one fuel tank in one stage of my launcher the game wants to feed fuel from the top tanks first instead of bottom ones or maybe from all tanks uniformly. Maybe that is because parent parts go first or something... But that of course makes the rocket incredibly unstable! How do I prevent that from happening and make my centre of gravity move as little as possible or only move towards the front end of the up goer? Thank you!
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Certainly it does! In fact it is the only way to control the thrust of the solid engines.
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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
That is right. I do not like some of the Realism Overhaul features so I am not using the complete pack of those mods. I would like to use just the heat shields. How do I do that? What critical temperature should they have if installed correctly? I am trying to replicate the Mercury missions. I have played Orbiter for a long time and still playing it and I bet Mercury entry paths are much more steep even on orbital missions not even talking about Redstone missions. I can tolerate maybe nine gees because that is realistic but not twenty nine! And that is with my path taking me through upper atmosphere really fast and shallow with just a couple metres per second of descent. Just a few degrees steeper and closer to the real path and the Kerbal is certainly dead.- 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
Hello! I am using both Ferram Aerospace Research and Deadly Reentry. I am using them with Real Solar System mod with the real size Earth and real orbital and suborbital entry speeds. I have downloaded the config file from the first post and put into my Deadly Reentry folder as instructed. The problem is that in game none of the heat shields changed their max temperatures or their ablation parametres. That makes my capsules burn up each time. The most interesting thing is that the heat shield is always the very first thing to burn up and the capsule may still survive for some time after being exposed. Even more interesting is that my excessive acceleration forces tend to kill the kerbals inside most of the time even regarding that kerbals may survive much more of that than humans while my actual speed does not seem to be decreasing that aggressively. For you to visualize what is happening it looks much like crash landing an aircraft into the water. The shock is so intense that it does not slow the thing down but makes it break up in seconds and then slows it down. What can the problem be? What can I do with it? What is a normal temperature for a ballistic entry from an orbital or a suborbital flight in reality? I suppose for a lift controlled entry it would be lower always be much lower anyway. What temperature should a Real Solar System heat shield withstand normally? Why does the fix config file seem to change nothing? Thank you for all your assistance!- 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
Sorry, what numbers? I do not mean any multipliers but the real size Earth and the real orbital speed as I am using the Real Solar System. Also, what is the temperature for a proper real life entry?- 5,919 replies
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I suppose generally that the martian atmosphere should behave like that in the real world... It is very very thin when compared to ours... Is there a way to make those parts change textures? How were the Saturn engines nodes made? Those small grey cone parts holding the engines that seem to be half way inside the tank? That looks nice, and I do not yet know a part that would allow to attach five engines on the bottom like that... 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
Sorry, if I do not want the whole Realism Overhaul, what mods from there do I need?- 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
Hello! Where can I get shields capable of a real solar system entry or how can I configure my existing shields for that? Thank you?- 5,919 replies
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Who knows what part and or texture packs are used to replicate the launchers in the screenshots in the top post? Sorry, for an off topic question, but I just could not help but asking, they look so nice and close to the real thing...
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Hello! I use the Procedural Parts mod and I have an issue regarding its compatibility with the Real Fuels. I suppose it replaces the config for all the procedural fuel tanks and fuselage parts, is that true? The problem is that I can not change the textures on all the procedural parts that have been affected by the Real Fuels. For example all the cryogenic and balloon tanks can only be orange and there are no controls to change this. That makes my rockets look quite weird as you guess. How do I fix that? I actually do not know whether kethane is actually a liquid or a gas or whatever it is, but can the tanks supposed to hold kethane be converted into the real volume capacity units like the Real Fuels does with all other tanks? Thank you!
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Finding the best ascent path for rockets
Kitspace replied to mhoram's topic in KSP1 Gameplay Questions and Tutorials
After having lots of problems with finding the answer, I decided to go a bit more serious on the matter and flew a couple of real world spacecrafts in Orbiter also studying their accurate historic ascent profile. This is what I got in general. The launch vehicle performs vertical ascent to a few hundred metres. The liftoff from the pad is only about twelve to fifteen metres per second of acceleration but it is rapidly increasing especially after the pitchover. Pitchover is not as careful as we are used to it is usually about ten or even fifteen degrees but is performed at quite a small airspeed. The rocket goes supersonic at about six or seven kilometres of altitude above the sea level. Very little or no pitch inputs are done until completely out of the dense atmosphere. After getting into space the rocket continues to gradually pitch down below the prograde to restrict the increase of the apoapsis altitude in such way that it will be at the desired altitude at the time the rocket will be there and the vertical speed reaches zero. The periapsis should already have sufficient altitude at this time and so the burn is continued prograde for a short time to circularize if required. Then you have a stable parking orbit with no coasting and shutting your engines down. Thank you! -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Kitspace replied to HoneyFox's topic in KSP1 Mod Releases
If an engine has got its ullage simulation disabled what sort of fuel feeding does it mean in the reality? What is the pressure feeding property for? At the time of writing the previous post I thought that it would mean some cryogenic fuel that boils constantly and pressurizes the tank on its own without any other resource like nitrogen pumped in. But now I have some doubts about it. If I use the Real Fuels mod and would like to feed the engine with a self ignition hyperbolic mixture can I completely disable the electric and chemical igniters completely? In this case are the igniters used if they are not disabled and will the engine start after they have depleted? Do the real world engines have the external chemical ignition systems like the ignition fluid and such resources from the mod? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Kitspace replied to HoneyFox's topic in KSP1 Mod Releases
The Real Fuel fix in its thread? At least I can not see it there... Of course I do not want my solid boosters to have fuel flow requirement but they all seem to have it after the mod installation for some reason. -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Kitspace replied to HoneyFox's topic in KSP1 Mod Releases
Hello I have a problem with the mod. I have my engine state set as invalid all the time with any engine and the mod does not seem to affect the engine behaviour at all. What can the problem be? Also, how can I edit the engine properties as I have many of my solid engines with their fuel flow requirement enabled, and some engines which I would like to be pressure fed? Thank you! -
How to perform the real gravity turn?
Kitspace replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
I certainly know what is prograde. The actual question was what is the prograde elevation. -
Hello! What is the built in docking camera cockpit display that always says no signal for me? How do I make it work? Do I have to attach a specific camera or specific docking port somewhere on the capsule? There is a switch in the cockpit to the right of the main pilot panel that opens and closes something called shutters. What are those shutters and where are they on the capsule?
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How to perform the real gravity turn?
Kitspace replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
Sorry, did not quite get what is meant under lengthening the torque moment and what is the prograde elevation? -
The window is completely blank. There is not a single character of text in it. In flight everything works fine. This is happening to all the parts that I have tried. I will get the log and post it here.
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How to perform the real gravity turn?
Kitspace replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
So, what are the right parameters, how do I do it? How to use this tool http://forum.kerbalspaceprogram.com/threads/58531-Finding-the-best-ascent-path-for-rockets?p=785108&viewfull=1#post785108? I do not quite get what to do with these files.