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TrooperCooper

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Everything posted by TrooperCooper

  1. First launch of a 300 ton lifter prototype for RSS+RO...
  2. I started a new game, playing with RSS, RO, Remote Tech and many other mods. Also started a diary for it.
  3. As promissed in my old diary thread, I am now starting a new one about my current RSS game. Like the topic title says, I am flying for the ESA (since I am european myself), using the french spaceport at Kourou in South America. Key elements of the game are obviously the Real Solar System mod, Realism Overhaul, Remote Tech, TAC Life Support and Kerbal Construction Time. Along with those I have plenty of other mods installed. Since my GameData folder is filled with the fine works of the modding community, don't expect pretty graphics here. With the RAM limitations I have, I preffer content over eye candy for the most part. One note on realism: while I do play with RSS and RO (ongoing, for the first time for me), I am not trying to recreate the most realistic game behaviour that would be possible. RO has the limitations on engine ignitions deactivated for example. Remote Tech runs without signal delay. And I have several mods (and mod parts) installed, that are not "certified" for RO (throttleable stock-a-like top stage engines for example, even though their characteristics make them less efficient in RO/RSS, the convenience of fine-adjusting the thrust is something I wouldnt want to miss). I am also not planning to recreate real ESA spacecraft like the Ariane series (although I might at some point) nor the ISS etc. This game is quite a step up in realism for me. But I am not going all the way yet. My GameData currently looks like this (content may change during the diary): The game is running in sandbox mode, since career mod is currently not compatible with RSS afaik. KCT is putting some restraints on the progress though. And I am trying to not let efficiency go totally down the drain (like launching 1 ton sattelites with a 100-ton lifter due to lazyness ). Mid- to longterm goal are manned missions to Mars and maybe beyond (sidenote: I havent landed anything intact on Mars in RSS in the past so far when trying out the mods). As always, comments, questions and critics are always welcome. PS: sorry about my sometimes incorrect english. Its not my primary language, which is also the reason why my diaries are more image-focused compared to other storytelling mission report topics. The first object to be brought into space of course has to be a communication sattelite. Crammed with dishes, antennas and solar pannels, these standardized probes will probably play an important role in the communications network that has to be established. The inductor engine with its supply of Argon gas gives it enough dV for repositioning into any orbit around Earth or even move to other orbital bodies. The ComSat is strapped onto a standardized light lifter and production was beginning... 120 days later, the rocket was finished and rolled out onto the pad... First lift off into the clear sky over French Guayana... The first SRB-based lifter stage pushing the rocket through the gravity turn... Fast ascent to avoid the signal gap over the Atlantic, where ground stations would not be able to reach the vessel... Second stage taking over... Exiting the atmosphere... fairings dropped... When the second lifter stage was burned out, a stable but excentric orbit was achieved. Release of the payload... Panels and com equipment deployed. Earth Com 1 operational. The sattelite went into a higher orbit, to aid in the following launches... Next up was a stack of small probes... put on top of a 10 ton lifter... The first launch attempt, ten month after the first ComSat had been brought into space, failed. Shortly before the ignition, one of the probes exploded. The remains of the vessel were recovered, scrapped and the engineers (who mumbled something about physics load bugs) started the re-building process. Six weeks later, the 2nd launch attempt went more successfull... Leaving a pile of smoke all over the launchpad... the lifter went into the gravity turn... and accelerated over the Atlantic coast... Launch booster eject... Top lifter stage ignited... A few seconds later, the aerodynamic equipment was dropped as well... In this stage, the craft became extremly wobbly. The narrow payload oscillated under the control inputs of the SAS. Only a quick reduction in gimbal range safed the mission. The take off was timed right, so that Earth Com 1 could ensure a stable connection to mission control while the package ascended over the Atlantic... Payload released, solar panels deployed... The vessel climbed into a 10,000 km orbit... And then the probes were released... Since managing a perfectly timed setup of a small number of communication sattelites didnt seem feasible for me, instead a bunch of these tiny probes is beeing spammed into various orbits around Earth. Even into polar orbits... (to be continued)
  4. I looked in RSS. There is nothing there. Move along!
  5. Its not really that hard, guys... all you need is... MOAR BOOSTERS!
  6. The modificator for the capacitor banks of near future electrical doesnt make much sense, unless it is intended to make those parts useless. With the given multiplicator, their storage / mass ratio is just as good as regular batteries.
  7. Oh, now I see what you mean. Well in that case, I dont know really... might be worth a shot out of the solar system.
  8. All you need to do is to shoot a controlled (probe or manned) object out of the Kerbin SOI. And that is pretty much the only Sun-exploration contract there is, unless mods...
  9. I'm playing with RSS + RO and have the same problem as nablabla. Pods landed in the water keep moving arround faster than what is accepted as stationary indefinately. Tedious workarround: keep spamming escape. Eventually you will catch that millisecond where your pod is slow enough to safely exit to the space center.
  10. This is what you want: http://forum.kerbalspaceprogram.com/threads/79588-1-0-4-USI-Kolonization-Systems-%28MKS-OKS%29-%280-31-4%29-2015-06-26 Also worth it to pick up the other goodies from RoverDude: http://bobpalmer.github.io/UmbraSpaceIndustries/ If you preffer a slightly easier life support system for your colonies, try the above with http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr combined with greenhouses such as http://forum.kerbalspaceprogram.com/threads/114133-1-0-4-SETI-Greenhouse or http://forum.kerbalspaceprogram.com/threads/84246-1-04-MunSeeker-Mk1-Greenhouse-%28TAC-Life-Support-v0-11-1-20-add-on%29-Update-May-4-2015 You'll prolly also need KAS / KIS for construction work: http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 and http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0
  11. Spent the better part of the day working on a project... just to have a battery repeadingly explode in space from overheating for no apparent reason, beheading my spacecraft.... *ugh*
  12. Working on a realism overhaul, Real Solar System Moon mission setup. Twelve thousand ton rocket standing ready for a launch simulation from the ESA spaceport at Korou, french Guayana in South America... Lift off... Leaving some smoke behind... Turning east over the Atlantic... Booster separation... Ignition of 2nd stage and fairings separation... Payload and last lifter stage proceeding into orbit... The setup still has some minor issues to be fixed. But it looks like I will land on the real Moon tomorrow or so.
  13. How would I figure that out? There are more than 50 folders inside my GameData.
  14. Ahoy! Thanks for the great mod. I am having a little problem though. For some reason I am unable to turn off signal delay. When I first encountered it, I already had a probe near the Moon (playing with RSS) and wanted to deactivate it. I went to the RemoteTech_Settings.cfg and set "EnableSignalDelay" to "False". But somehow it is still active. Tried with a newly launched craft, but the problem remains. Anyone know how I can switch it off?
  15. Ugh, I totally forgot to check that. Dont use IVA much anyway. But would be curious as well. And yes, I returned him and finished the contract using the claw.
  16. Fix: download the KSPAPIExtensions.dll file from https://github.com/Swamp-Ig/KSPAPIExtensions/releases . Copy that and replace every old KSPAPIExtensions.dll within your KSP gamedata folder with it. Several mods are still using the outdated one, which seems to be causing this problem. Fixed it for me. PS: backup your stuff - no warranties.
  17. Yes. /5char EDIT: fuel refinery I once created near the KSC with KAS pipes:
  18. I have the same problem and I dont use real fuels at the moment. I also cant change the shape of tanks (cylinder etc.).
  19. You are not alligned correctly. In space the magnetic forces of the docking ports can easily correct that small error. On the surface they cant correct your attitude. Use a KAS pipe connection instead.
  20. I hate having to wait for mods to be updated for new patches. But there is not much Squad could do about that. Oh yeah, and I hate not having a 64 bit version yet and thus beeing limited in my mod choices. Other than that, this game is a piece of art!
  21. Lesson learned. Its not just "backup your saves"... from now on its "backup your whole game". Thanks.
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